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Messages - blitzer

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31
NGUI 3 Support / Question on Unwanted Fade Out at Edge of Texture
« on: April 30, 2014, 03:41:39 PM »
I've noticed that on a solid white 64x64 image, the image begins to fade out before it reaches the edge of its own border. Of course changing the filtering can solve this issue, but changing the filtering of a individual texture seems to do nothing, and changing the atlas filtering mode can have undesired consequences to other textures.

So I had these questions:
-For cases like this, is it  a good practice just to make separate atlases with different filtering modes?
-Are individual texture's filtering mode (and other settings) overridden by the atlas settings (I would think so but just to be sure)?

Any clarification is appreciated.

32
NGUI 3 Support / Re: Odd Problem with Anchors
« on: April 28, 2014, 04:21:18 AM »
Fair enough.

33
NGUI 3 Support / Odd Problem with Anchors
« on: April 26, 2014, 10:25:47 PM »
Hello everyone, I've been seeing a very odd issue related to anchors and element positioning which I've never seen before. Basically, I've been having a problem trying to keep elements with anchors aligned in a certain position.
 
Notice in the picture "centered", that the 2 hierarchies (containeringamemenu and containeringameui) are positioned in the center of the screen with anchor points assigned to them. See how in "NOTcentered", for some reason, the elements are now off center (yet all other elements on the screen have moved correctly). For some reason, these 2 hierarchies just will not behave the way I want them to. The part that confuses me, is that I have many other elements positioned using the exact same setup and work just fine, except for the elements in the pictures. So why do the offsets seem to only be absolute instead of relative like they are normally?

If anyone knows what I've done to make these elements not behave as expected, I would love to know.

34
NGUI 3 Support / Re: Bizzare Display Problem in PC Stand Alone
« on: April 10, 2014, 01:51:45 PM »
Unfortunately, I already tried that. In the end, I just made a custom method in UICenterOnChild that makes the adjustment instantly (it doesn't seem to have any drawbacks or problems so far). Either way, I appreciate the ideas.

35
NGUI 3 Support / Re: Bizzare Display Problem in PC Stand Alone
« on: April 09, 2014, 04:46:27 AM »
I tried to get you the call stack, but I just get back the same information as a regular Debug.Log (I'm sure I'm using it wrong).

I've actually re-written the script as well, and the only problem remaining is that when you click on a child object in the scroll view for the 1st time, the panel's contents "jump" to the left then get pulled back to the center. It seems like this "jump" is the same movement caused by resetting the panel's content origin to the top left (in the inspector as the game is running), then the UICenterOnChild script pulls the object back to the center. I have been unable to correct it.



Update:
Apparently the jump problem was fixed in a new version of NGUI, thank you again ArenMook, I always appreciate the help on and continued development for NGUI.

-Spoke too soon, now instead of jumping on first touch, the grid and its contents make a very quick "slide" into position the first time they become visible on screen, it seems that UICenterOnChild takes a few frames to complete, even when site to a high spring strength. Is there a way to ensure the adjustment takes place in 1 frame?

36
NGUI 3 Support / Re: Bizzare Display Problem in PC Stand Alone
« on: April 08, 2014, 02:54:20 PM »
 Have you tried adding some NGUIDebug.Log statements to UIPanel.OnAnchor to see what kind of dimensions it's working with?
- I had tried them on my script that re-sizes the components, but I will try your suggestion and see what comes back.

In the pics below, for some reason after the anchor update, the panel actually gets smaller, and always becomes 20 x 20 no matter what the screen size is or parent anchors are. Everything else seems to be fine.

Update:
I added new ngui debug statements to OnAnchor, and it seems like while in the editor, OnAnchor thinks that it has sides, but in the stand alone game it thinks sides is null:

37
NGUI 3 Support / Re: Bizzare Display Problem in PC Stand Alone
« on: April 07, 2014, 03:43:30 PM »
Added some labels that show the size of the panel with the scroll view and the size of the container that the panel is anchored to -> the issue seems to be with the panel (and it having anchors). Note in the pics below, the container stays the same size, but the panel is dramatically different.

I have noticed that when the alpha clipped panel has no anchors, it seems to display the same in the editor and in the actual standalone build. Is it possible that somehow the anchors on the clipped panel are not recognized properly when outside of the editor?

38
NGUI 3 Support / Re: Bizzare Display Problem in PC Stand Alone
« on: April 06, 2014, 01:54:57 PM »
About the setup:
UI Root -> set to fixed size

The UIScrollView is on a UIPanel (alpha clip) which has unified anchors to a UIWidget parent.

The UIWidget parent has advanced anchors: (top/left/right) are anchored to another UIWidget parent (which is the same size as / anchored to the master panel), and the bottom anchor is set to the top of the "Begin" button UIWidget.

The grid itself and its child UISprites have no anchors.

-----

39
NGUI 3 Support / Bizzare Display Problem in PC Stand Alone
« on: April 06, 2014, 01:16:11 AM »
Hello everyone, I've got a UI setup that (in the Editor anyway) scales and re-sizes perfectly with different screen sizes / aspect ratios at runtime. However, when running the game in PC Standalone mode, the display (specifically a screen that uses a UI ScrollView) changes dramatically, and I'm not sure why. See the attached images for exactly what I'm talking about.

If anyone has an idea of what is going on, I would really appreciate it.

40
NGUI 3 Support / Re: Question on UI Center ON Child
« on: March 30, 2014, 01:38:58 PM »
Thank you again for your insights, I will make the changes (and I'm sorry to keep needing your help (which I really do appreciate), its clear I'm trying to do more than my current experience allows for).

About Awake - I read the Unity docs on it, where is says that awake should be safe for assigning in-script variables and reference between scripts. But if parent/children relationships may not be established (is that for any object or NGUI objects?) is there really any reason to use Awake ever?

Anyway, thank you again, sorry be such a headache.

41
NGUI 3 Support / Re: Question on UI Center ON Child
« on: March 29, 2014, 10:41:37 PM »
Update:
I re-wrote the way I was making adjustments to the grid, and seem to have traded 1 problem for another. Now, everything is aligned and there is no "jump", but now when I try to drag the objects in the scroll view, the view jitters back and forth (and the UIPanel center and offset change continuously) until the problem fixes itself eventually...:
https://www.youtube.com/watch?v=Krd5jHGKA_o&feature=youtu.be

I read this thread and noticed they also mention this jittering, I applied the fix for it but it has not resolved my issue:
http://www.tasharen.com/forum/index.php?topic=8355.0

I have had success with removing the anchor points from the GameObject that contains the UIPanel and UIScrollView and have not seen this issue occur. But I don't know why it works or what it means in the big picture. Is there a way to remove an anchor through script?
--On further testing, the scrollview is still jumping a bit, but its a very small jump.

Attached is the script I'm using as of now to adjust the grid size. Any insight is appreciated.

42
NGUI 3 Support / Re: Question on UI Center ON Child
« on: March 29, 2014, 03:41:03 PM »
@ ArenMook, I appreciate the advice (and I have re-written the script to separate what should be in Awake from Start), unfortunately, I still get the same behavior...Maybe I could post the script if that would help?

43
NGUI 3 Support / Re: Question on UI Center ON Child
« on: March 28, 2014, 01:39:17 PM »
@ArenMook, all that is happening in the beginning is that the content is arranged during Awake(), and when the first click occurs on the content, it "jumps" a little to the right. At any rate, I gave your suggestion a try and made a method that calls Recenter() in Update(), unfortunately it does not correct the "jumping" behavior (it still happens 1 time, then never again). Do you have any idea how Reset Clipping Position might be involved? Since it causes the exact same "jump" during a running scene?

44
NGUI 3 Support / Re: Question on UI Center ON Child
« on: March 28, 2014, 02:54:49 AM »
@ArenMook, thank you for the reply - after more work I've found that something with the UIScrollView is causing the problem (seemingly something with Reset Clipping Position) that occurs on the first mouse click but never after that. I'll try making a video clip on it because its very hard to explain...
https://www.youtube.com/watch?v=vaxf-LNBpZQ&feature=youtu.be

Notice in the video, that the first time I click on of the sprites, the panel jumps a bit (and is then dragged back by CenterOnChild which is on the Grid object), but after this jump occurs, it will not happen again. See that when Reset Clipping Position is pressed, the same thing occurs.

I'm not sure what it means but if you (or anyone else) have an idea how to deal with it, I would really like to know (its been driving me crazy).

45
NGUI 3 Support / Question on UI Center ON Child
« on: March 27, 2014, 04:53:50 PM »
I'm running into a problem with using UICenterOnChild, the script is causing the view to center on objects that are not in the center of the viewing area.

More details:
I've got 4 sprites in a grid (which is itself a child of a UIPanel with a UIScrollView attached) sorted and arranged from left to right, and sprites 1-3 take up the entire view-able space (with 1 on the left, 2 in the center, and 3 on the right). The sizing and arrangement of each element and the grid is handled by script in Awake(), and on its own works just fine. However, when trying to use UICenterOnChild, the script tries to focus the view seemingly half way between sprites 3 and 4, and then clicking on any sprite makes the view jump back to 2 (which is where it normally is without the script) after which everything works fine.

I've tried changing the UICenterOnChild script, enabling and disabling from different places in scripts, and a few other things but nothing changes this behavior. Does anyone know or have an idea as to what is going on?


--Update:
As a work around, I just turned the Spring Panel power down to 0 in Awake() and reset its value in Start (). Not really a solution but it prevents the problem from happening.

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