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Messages - hexaust

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1
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 15, 2015, 06:11:25 AM »
I have reverted to 3.8.2 with unity 4.6.8f1 and everything works now. I'll wait for the next version of NGUI maybe all these issues with the fonts will disappear.

2
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 10, 2015, 02:14:05 AM »
I am using your fix with Unity 4.6.8f1 and yeah I get some warnings, but with the latest NGUI (3.9.2) the issue still appears, so I implemented your fix and it still appears but less often.  I don't know how to fix it.  :-\



Examples:

BADGOOD

3
NGUI 3 Support / Re: Broken Dynamic Font
« on: September 08, 2015, 03:04:37 AM »
The problem disappeared by itself. :)
Font was himself properly displayed.

I am having the same problem. But no fix yet. What Unity version are you using? I'm on 4.6.7 f1

4
NGUI 3 Support / Re: How to do a CenterOnChild with custom offset.
« on: December 11, 2014, 09:23:00 AM »
I don't think I understand, I don't want to add offset to the elements, I want to move the scroll view so the desired element to be as centered as possible within the restriction of the panel.

This image illustrates the present behavior




5
NGUI 3 Support / UICenterOnChild and Restrict Within Panel
« on: December 11, 2014, 08:47:53 AM »
Has anyone got these two things working together? I tried the solution from http://www.tasharen.com/forum/index.php?topic=4033.msg20034#msg20034 but it doesn't really work. I also tried adding in the onCenter callback the RestrictWithinBounds(true) and it still doesn't work.

Does anyone has a fix for this thing? I'll attach an image to show the expected behavior. Thanks!


6
NGUI 3 Support / Re: How to do a CenterOnChild with custom offset.
« on: December 11, 2014, 06:17:51 AM »
Yup, that's right -- except you wouldn't be "setting" the RestrictWithinBounds(true). You'd be simply calling that function. I assume that's what you meant.

This doesn't work, or it works very weird, like only the first time. Is there any other way of making the CenterOnChild work with the scrollview`s bounds?

7
Misc Archive / Re: Building Material Design UI with NGUI
« on: October 14, 2014, 08:25:51 AM »
Wow! Holy **** dude, this is impressive! Big thank you for sharing. Great work!

8
NGUI 3 Support / Re: Mobile keyboard questions
« on: August 29, 2014, 06:27:44 AM »
I don't think that's gonna work, Android has a dozen of screen sizes. Unity has a way to get the portion of the screen which is covered by the keyboard. But unfortunately it only works for iOS, on Android it returns zero-Rect.

http://docs.unity3d.com/ScriptReference/TouchScreenKeyboard-area.html

9
NGUI 3 Support / Re: Mobile keyboard questions
« on: August 28, 2014, 07:01:29 AM »
You must handle this things by yourself, something like:

Detect when some Input Label, have focus, and then, move everything on your screen up.

I don't thing there is a automatically way of doing that.

I am trying to do that, but how far should I move things up? How do I get the keyboard size or the new screen height or whatever it takes to get the amount of movement needed for things to show up right above the keyboard?

10
NGUI 3 Support / Mobile keyboard questions
« on: August 28, 2014, 05:49:51 AM »
I am trying to create something similar to an instant messaging app. Right now I have several problems that I don't know how to handle
  • Detecting mobile keyboard height and presence (Not sure if I need that)
  • Align elements that are at the bottom of the screen on the top of the keyboard when is open (with the help of step 1?, my UI is anchored)
  • Keep mobile keyboard open when submitting a message. (still have no ideea how to do that, I checked UIInput.cs but nothing works for me)

I am attaching an example to visualize the case that I'm talking about. (Left is good, right is bad)

Thank you!



11
NGUI 3 Support / Re: Moving UI Out of the Way of the iOS Keyboard
« on: August 28, 2014, 04:38:36 AM »
@yevdokia: can you share some insight on how you did this? I currently facing the same 'problem'. Thank you!

12
NGUI 3 Support / Re: How to leave keyboard always opened with UIInput?
« on: August 28, 2014, 03:42:30 AM »
Anyone managed to stop hiding the keyboard on submit? Can you explain how you did that?

13
NGUI 3 Support / Re: How to leave keyboard always opened with UIInput?
« on: August 28, 2014, 01:55:47 AM »
There should be an option in UIInput to decide this behaviour. For example in a chat or IM like application the keyboard should remain on screen after submit.

14
NGUI 3 Support / Re: Passing Instance References Via EventDelegate
« on: June 13, 2014, 07:30:25 AM »
I'm sorry, but I don't understand. I took this from your example and I really can't get anything to work. All that I want is to set the method argument (if that's how it's called) by code. Again I'm talking about the red highlighted section:




It's a void function. It doesn't return anything. The error tells you exactly that.

EventDelegate.Add adds a callback to the event delegate list. There is nothing to return.

UITweener.curent always tells you which tween triggered the callback, even without having to pass anything. If you need other custom parameters specified via a script, you can do it like so:
  1. EventDelegate.Parameter a = new EventDelegate.Parameter();
  2. a.obj = this;
  3. a.field = "someField";
  4.  
  5. EventDelegate.Parameter b = new EventDelegate.Parameter();
  6. b.obj = this;
  7. b.field = "anotherField";
  8.  
  9. EventDelegate del = EventDelegate.Add(insc.GetComponent<TweenPosition>().onFinished, AddToScore);
  10. del.parameters = new Parameter[] { a, b };

15
NGUI 3 Support / Re: Passing Instance References Via EventDelegate
« on: June 13, 2014, 04:12:12 AM »
I get this error when declaring the EventDelegate:
  1. EventDelegate del = EventDelegate.Add(button.onClick, callback)
error CS0029: Cannot implicitly convert type `void' to `EventDelegate'

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