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Messages - Tatanan

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16
NGUI 3 Support / Screenshots to UISprite
« on: June 30, 2015, 10:27:16 AM »
Hello.
Using
  1. Texture2D tex = new Texture2D(128, 128);
  2. tex.ReadPixels(new Rect(0, 0, 128, 128), 0, 0);
  3. tex.Apply();
I can take a screenshot. How can I put it in a UI Sprite?
I guess it should be a UI 2D Sprite, right?

Thank you.

17
It's not working exacly this way to me. I'll analyze deeper what's going on and tell you if I can't fix it.
Thank you

18
NGUI 3 Support / Re: Sharing Atlas with git
« on: June 26, 2015, 02:10:02 AM »
On Quality Setting me have the very same setting on both Mac and PC, in both we have Full Res for Texture Quality for any device.
About mobile, we are using 4kx4k textures and they work. Is it incorrect?

19
I have 2 UI Roots, with 2 panels and 2 cameras.
Each "team" has different layer, the panels has different depth and the culling masks are assign to the corresponding layers.

It was supposed that a panel with bigger depth will be catch the raycasts (click events) first, wasn't it?

Instead the sprites on the layer with smaller depth and on the panel with smaller depth receive the click before the elements in the bigger depth.
I mean, the sprite which I see above on the Game is not the one which receive the click, even if this game has the collider and so on.

What am I doing wrong? The visual depth and collider depth is not the same?

Thank you.

20
NGUI 3 Support / Re: Sharing Atlas with git
« on: June 24, 2015, 03:03:07 AM »
A new update:
I've making some tests. The .prefab file seems not to be the problem, but the .png itself.
When moving from Mac to Pc with git the file is crashed.
I send you the file.

21
NGUI 3 Support / Re: Sharing Atlas with git
« on: June 24, 2015, 02:47:34 AM »
The .prefab.meta is never changed, ie, if I update the atlas, the .meta of the prefab is not modified.

It's modified the .png, the .png.meta and the .prefab files, just those 3.

And all those 3 are pushed with git.

22
NGUI 3 Support / Re: Sharing Atlas with git
« on: June 24, 2015, 02:42:50 AM »
Do you mean the .prefab file and also the .prefab.meta file?

23
NGUI 3 Support / Sharing Atlas with git
« on: June 22, 2015, 04:37:20 AM »
We use Git for sharing files with the team.
When a developer edit an atlas (on Mac) and push it to the git, and then I pull it (to my PC), then the position of every file is changed and then the layout gets awful.

What am I doing bad?

Thank you.

24
Well, Unity was indeed hiding the meta files.
I did understand you.
Your "Edit -> Project Settings -> Editor, under Version Control choose "Visible Meta Files"" was perfect. I didn't know that option. I was trying the show the files throught Windows options or one by one, but know it's perfect.

Thank you.

25
Oh, by the way, I know how to make every hidden file visible and one single hidden file visible.
The doubt is about making ALL the .meta files but ONLY the .meta files visible.

26
ArenMook, I know how to make a single file to be shown (visible).
Is there any way to tell windows to automatically make visible every .meta file in windows 8?
I promise I have searched it on Google but I can't find it.

27
BeShifty, you're right, but I already did that.

ArenMook, I didn't know that, so you have basically saved my life.

28
We are 2 on our team and share files throught Git.
I have edited an atlases and share it to my partner and positions are not maintained.
The atlas is correct (the images) but when selecting an sprite it shows a different sprite.

Which can be the problem?

I am using Windows and him Mac, but I guess this is not related.

If you need a screenshot or more information, please tell me.

29
NGUI 3 Support / Check if a spritename exists in a UISprite
« on: May 04, 2015, 10:09:04 AM »
If I make
  1. uiSprite.spriteName = "xxx";
I'm changing the sprite of a UISprite object.
But, how could I know if "xxx" is indeed in the atlas, ie, if it exists?

30
NGUI 3 Documentation / Re: UILabel
« on: April 16, 2015, 07:52:54 AM »
I guess I should just use outline "4", right?

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