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Messages - wallabie

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NGUI 3 Support / Best practice NGUI and Asset bundle
« on: July 16, 2014, 12:37:01 PM »
I'm at the stage in the project where I need to work with NGUI and asset bundles.

What is the recommended  workflow for do this.


NGUI 3 Support / Re: Scroll View doubts
« on: July 15, 2014, 08:10:12 AM »
I had previously asked to do the same thing. It looks like there is a real need for this functionality. Perhaps it's a good time to build this into NGUI because this issue will come up again as more people are trying to replicate how most scrollviews work.

NGUI 3 Support / How to scale for Web Player.
« on: June 28, 2014, 10:20:36 AM »
I've been working with mobile and was wondering how to publish to Web player so that the dimensions would automatically scale.

For example, I would like to vary the height and have the app automatically scale itself to fill fit the specified dimensions.  I tried in an ad-hoc way with the various scaling style settings but didn't get the right combo.


NGUI 3 Support / What is Supplied NxActorDesc is not valid.
« on: June 28, 2014, 09:55:59 AM »
I started to get this error in the project recently and wondering what it means:

Supplied NxActorDesc is not valid. createActor returns NULL.
NGUITools:SetActiveSelf(GameObject, Boolean) (at Assets/NGUI/Scripts/Internal/NGUITools.cs:1196)
NGUITools:Deactivate(Transform) (at Assets/NGUI/Scripts/Internal/NGUITools.cs:1085)
NGUITools:SetActive(GameObject, Boolean, Boolean) (at Assets/NGUI/Scripts/Internal/NGUITools.cs:1111)
NGUITools:SetActive(GameObject, Boolean) (at Assets/NGUI/Scripts/Internal/NGUITools.cs:1092)

NGUI 3 Support / Re: Physics Simulate goes wild when localScale = 0
« on: June 27, 2014, 04:08:46 AM »
So what would be the best way to hide something and still make it active.

Would you set the localScale to .0001 ?

NGUI 3 Support / Physics Simulate goes wild when localScale = 0
« on: June 26, 2014, 12:40:52 PM »
Very strange issue I'm having.

I have a bunch of NGUI panels that I am setting the scale to zero in order to keep them activated while "hiding" them from the user.  On the phone, when I ran the app, the FPS went from its normal 22-27 to 2-7 fps.  Using the profiler, found that Physics Simulate is eating up the FPS.  After testing,  I found that  having the panels at zero scale was the problem. 


1. Why is the physics simulate going wild when the scale is zero?
2. Is there another way to hide the panels without disabling them?  Reason is that I'm using PoolManager to populate SVs, if the SV is not active then PM doesn't see the already spawned items and keeps on spawning new ones. 

NGUI 3 Support / Re: How to do a CenterOnChild with custom offset.
« on: June 26, 2014, 10:57:58 AM »
"Easiest way to do this is to set a UICenterOnChild.onCenter, and in that function just call UIScrollView's RestrictWithinBounds(true);"

Not sure how you mean.  Let's see if I understand correctly.

1. Add a CenterOnChild on the Grid of the SV.
2. set a callback function for onCenter and in this function, set the SV's RestrictWithinBounds(true)

NGUI 3 Support / Re: Clearing UITable immediately
« on: June 25, 2014, 12:32:31 PM »
Thanks for this Tip.

NGUI 3 Support / How to do a CenterOnChild with custom offset.
« on: June 24, 2014, 09:50:49 AM »
Use Case:

When the user clicks on an item that is half way out of the left boundary, the item should move so that it is just inside of the boundary and not to the center of the SV.  Perhaps there is another better way to do this instead of adding an offset to the CenterOnChild.

NGUI 3 Support / Re: UIScrollView
« on: June 24, 2014, 09:41:28 AM »
I asked for the same thing about a month ago.   Listening to isDragging is not performant.

NGUI 3 Support / Re: Accordion SV repopulation not detecting OnDrag
« on: June 24, 2014, 05:21:17 AM »
Please read the posting.

This has nothing to do with the "content of the scroll view fits into it."

Everything works as expected the first 2 times.  On the third time, the dragging stops working. 
What I pointed about the mShouldMove is the problem. 

NGUI 3 Support / Re: Clearing UITable immediately
« on: June 24, 2014, 05:17:29 AM »
Ah, seems like the problem is that I was testing using Destroy and it didn't work.

Had to do destroyImmediately for the table to recognize that there are no more children.

NGUI 3 Support / Accordion SV repopulation not detecting OnDrag
« on: June 23, 2014, 01:29:21 AM »
I'm using the accordion SV together with PoolManager.  Each accordion Item is a prefab.  When the accordion is populated the first 2 times, everything works fine.  Upon the third time clearing and repopulating the accordion, I cannot drag the items in the horizontal SV.

When I expand one of the Accordion Item header, the items in the horizontal SV are all there, but when I try to drag, I cannot.  After clicking a few times, then the dragging works.

In the SV, I added a debug.log and found that it's showing:

SV: OnDrag =Scroll View, mShouldMove =False, active =False

After trying to drag a few time, then it turns into:
SV: OnDrag =Scroll View, mShouldMove =True, active =True

I tried using NGUITools make the SV active but still doesn't work.

Edit:  I used this debug line:

Debug.Log("SV: OnDrag ="+ + ", mShouldMove ="+ mShouldMove + ", NGUIactive ="+ NGUITools.GetActive(gameObject)+ ", active ="+ gameObject.activeSelf);


SV: OnDrag =Scroll View, mShouldMove =False, NGUIactive =False, active =True

As a test, I made mShouldMove into a public and explicitly set it to True before attempting to drag.  Still, when I try to drag mShouldMove is False.

NGUI 3 Support / Clearing UITable immediately
« on: June 23, 2014, 12:27:36 AM »
I have a SV with a table that's being dynamically populated again and again with new info with fresh data.

I need a way to immediately clear out all of the data from the table when fresh data comes in.  Looking at the UiTable code, there's not an immediate way of clearing the mChildren list.  Seems only on the next update.

NGUI 3 Support / Re: UiCenterOnChild -- Did something change?
« on: June 22, 2014, 01:02:44 AM »

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