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Messages - wallabie

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NGUI 3 Support / Re: will Ngui become obsolete?
« on: June 12, 2014, 01:14:12 AM »
Correct me if I am wrong,

I had the same confusion around the NGUI and Unity GUI system.  I also thought it was the same but it's really not.

ArenMook was hired by Unity to be a part of  the new Unity Gui to help design the new system.
After one year, his services expired.  The current unity GUI has similar ideas as NGUI but definitely is not the same.
Unity's new GUI is much more integrated with unity.  From the video recently released by unity, it's very powerful and uses native unity sprite system in addition to many more ideas that is only from Unity.  In short, Unity Gui is similar to NGUI but definitely is not the work by ArenMook.  NGUI is a one man team whereas Unity's GUI was made by the Unity Team and backed by QA department.  However, the strength and weaknesses of both system has yet to be determined.   

For self protection, it's good to design one's app so that it's easy to switch in/out Gui systems.

NGUI 3 Support / Bug report in Toggle Set().
« on: June 12, 2014, 12:56:00 AM »
I lost a some time trying to figure out why the toggle wasn't being a set in code.

if (group == 0 || value || optionCanBeNone || !mStarted)

My situation is :

group = 5
value = false
optionCanBeNone = false
mStarted = true

UIToggle's optionCanBeNone cannot be set from the inspector.

I have a various prefabs with toggles on them and would like to be able to set this property in the inspector. 


Yes, this is exactly the bug. 

Basically, to replicate the problem, take the example Accordion.  Make all of the button inside of the horizontal scrollviews  have the same toggle group. 

1. Click on one button
2. Collapse the header
3. click on another button
4. Expand previously collapsed header, you will see that now you have two highlighted buttons instead of one.

This is a bug report.

Steps to replicate:

1. AccordionSV with 2 item.
2. Item 1  is a Horizontal SV with 3 buttons with toggle number of 10
3. Item 2  is a Horizontal SV with 3 buttons with toggle number of 10
4. Click button 1 in accordion Item 1.
5. Collapse accordion Item 1.
6. Open accordion Item 2.
7. Click button 1 in Item 2.
8. Open accordion item1. 
9. Both buttons are highlighted instead of only one button.

"Alternatively, you have to have both scrollPanels receive the OnPress and OnDrag events from the draggables. This will make them draggable everywhich way at the same time."

You mean to add a UIDragScrollView to the main Accordion SV and to each of the horizontal SV?

I just upgraded to Unity 4.5 and happy to report that NGUI's accordion nested scrollview is still working.

I have a question about how to do the following:

The accordion has nested horizontal scrollviews and when scrolling the accordion items vertically on the phone, if the user touches one of the horizontal items then it's not possible to scroll up and down, only horizontally.  This behaviour makes it quite difficult to use the accordion on mobile devices.

How to get the accordion to scroll up/down even when the user is dragging vertically on an item from the horizontal scrollview ?
To rephrase the question:  How to get the accordion to behave like most mobile accordions where when the the user drags up/down, the accordion pans up/down.  When dragging left/right on a horizontal scrollview item, then the item is paned left/right.

Edit: The situation is at its worse when all of the accordion's items are expanded.
Here's a video:

This is a bug and not a feature request - please keep the two separate,  so whatever way is best to fix it is up your discretion.

NGUI 3 Support / Re: Testing NGUI for production project. GC issues
« on: June 07, 2014, 11:17:38 PM »

I agree that the deep profiler running in the editor is quite misleading.  Generally, I've been using it as a first step to get a rough estimate and not the actual numbers. Thanks for the recommendation to get the most accurate figures for NGUI. 

Edit:  I used the profiler on the device and got much better numbers.  Most of the GC figures are mostly gone. 


I noticed that in a scrollView with children that are not active, the code below doesn't take that into account and returns the incorrect item.  I added the following line and it seems to work.  Perhaps you can see a better to fix this problem.

for (int i = 0, imax = trans.childCount; i < imax; ++i)
         Transform t = trans.GetChild(i);
         if(!t.gameObject.activeSelf) continue; //Added this line.

         float sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint);

         if (sqrDist < min)
            min = sqrDist;
            closest = t;
            index = i;

NGUI 3 Support / Testing NGUI for production project. GC issues
« on: June 07, 2014, 02:04:03 AM »
I'm at a very critical  testing stage of the project that I'm working on with NGUI and running into some serious GC issues.

Here's a screen shot of the deep profiler.

Edit: The setup is 3 panels that are toggled using 3 tabs.  Each panel contains 2-4 scrollViews and other basic UI controls like labels and buttons.

The screenshot doesn't show the rest of the 1.2mg of GC.  but essentially, UiPanel.Find seems to be the problem.

NGUI 3 Support / Re: UIInput inactive text color - how to change.
« on: May 27, 2014, 07:33:05 AM »
I really need to be able to set different Inactive colors but not sure how to do it with the starting color.  Does this mean that in order to set the Inactive color via code I would I have to change the label's color directly?

NGUI 3 Support / UIInput inactive text color - how to change.
« on: May 26, 2014, 09:59:29 AM »
I've got a use case where I need to change UIInput InactiveColor from code.  I found how to change the ActiveTextColor but cannot do it with InactiveColor.  I could not find this prop even in the UIInput script.


Holy Cow, It works. Oh, my god, you don't know how happy I am.

I remembered a time not long ago before the Nested Scrollview when it was more fun working with NGUI. 

Please continue to make this Nested Thing more Solid and the Accordion is a very often used component.  If you could set aside a bit of time to test the Accordion and improve on the functionality it would be greatly appreciated.

Thanks a bunch.


Thanks for getting to the point of the problem. I tested your finding in the app with dynamic data and it works.
Finally, it's working.  Let's go and celebrate.  At least now NGUI now has a working nested Accordion -- fingers crossed until the next bug.   This could be added to the NGUI example scenes.  I'm sure that many people would like to see and use this component.

Edit:  Spoke too soon, it's correctly displaying the items but when scrolling up and down, the inner scrollView items are not being clipped.  I have to first open and close the accordion item then the inner scrollView items gets clipped properly.  Note: The component works perfectly fine when the items have been created before hand, the problem appears when it's dynamically populated.

Here's a link to the video:

I don't have time to make another repos at the moment.  Can you do me a favour and do more testing on your end.  I have a feeling that this is not the end of the nested scrollView story.

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