Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tatanan

Pages: 1 2 [3] 4 5 6
NGUI 3 Documentation / Re: UILabel
« on: April 15, 2015, 09:26:52 AM »
What's the difference between Outline and Outline8?

NGUI 3 Support / NGUI on Iphone4 and Iphone4S
« on: April 09, 2015, 09:11:47 AM »
I'm trying a pure NGUI project on Iphone4 and Iphone4s and it goes much slower than usual.
Is there any issue with NGUI and those devices?

NGUI 3 Support / References among projects
« on: March 16, 2015, 06:11:43 AM »
This is not a NGUI question, but a Unity one instead. So, dear admis: feel free to remove the question if it's not appropiate.

First of all, sorry for the title, I didn't found a better one.

Let's consider the following scenario: We are developing several games with 2 parts, Core and Game, for each game. Each part is a folder. On Core we put all the elements we share along the game.

Imagine a scene from Core points/references to a texture on Game. It does work. But now imagine I copy and past Core and I use it on anothe game. This second game also has the a texture on the same place with the same name. So the doubt is, will the previous pointer point now to the new texture?

Does all this have any relation to the .meta files?

Example: On Core I have the Home Scene which show the logo of game A. Now the very same folder of Core is pasted on game B. Will it now show the logo of game B or null?

NGUI 3 Support / Reference atlases thoughout scenes
« on: March 10, 2015, 11:21:28 AM »
This is a bit complicated question, at least for me.
It's about references and pointers in Unity when handling reference atlases.

Let's consider this sceneario:
- Reference Atlas "Ref" point to normal atlas "SD-Atlas"
- Scene 1 using Ref.
- Scene 2 using Ref.
- In scene 1 I update Ref with "HD-Atlas".
- I move to scene 2.
Will Ref point to HD or SD Atlas now?

My concern is: when you have 2 gameObject in Unity in 2 different scenes (which are the same) and you modify one of them. Then, if you change the scene, this update is gone, since each scene loads the default settings.  However, references altases are not designed to work this way. So, how can they do it? How can they "save data" between scenes?

NGUI 3 Support / Re: Atlas Maker exceeding limits
« on: February 20, 2015, 03:31:18 AM »
Indeed I have a 980x214 px texture. Are you meaning the packer is treating it as a 980x980 texture?
Does it apply to every texture? It so, it's very unefficient  :-[

NGUI 3 Support / Re: Mask with NGUI
« on: February 20, 2015, 03:28:56 AM »
I still don't know how to do it.
After your answer I have tried every texture type and I still can't make a "good" mask. The mask keeps adding 4 extra lines for each direction.

It's the same with other textures. Basically, the mask is not respecting the Size value and it's adding "extra lines".

NGUI 3 Support / Atlas Maker exceeding limits
« on: February 19, 2015, 04:29:32 AM »
I think there's a problem with the Atlas maker. I have 3 pngs that fit in 2048 x 2048 (including paddings), but the Atlas Maker creates an Atlas of 2048 x 4096, full all the first square (2048x2048) fully transparent.
Is there any way to fix it? I could send you the pngs if you need to be sure I'm not doing something wrong.


NGUI 3 Support / Re: Mask with NGUI
« on: February 19, 2015, 03:21:31 AM »
Oh, I just realised that you could specify a texture on the UIPanel to use as mask.
That's a great feature.

However I'm finding a problem. I'm attaching a screenshot. The mask is not working properly. The UISprite should be masked by a hand shaped mask, but there are also some extra lines on each direction.

NGUI 3 Support / Re: Mask with NGUI
« on: February 18, 2015, 03:19:57 AM »
As far as I know, panel mask are only rectangular.
Is there any way to use other shapes, like stars, circles, human-shapes or whatever?
I know that Unity UI has this kind of masks, but I don't know if it's compatible with NGUI.

NGUI 3 Support / Panel depth vs widget depth vs camera depth
« on: February 17, 2015, 05:56:51 AM »
Which depth is more important: Panel depth, widget depth or camera depth?
Example: 2 sprites. Sprite 1 with panel depth 0 and widget depth 10 and sprite 2 with panel depth 1 and widget depth 0. Which one is shown if both are on the same position?

Thank you.

NGUI 3 Support / Mask with NGUI
« on: February 16, 2015, 06:34:54 AM »
Is there any way to make a mask with NGUI?
By "mask" I mean the mask Flash has, ie, an object which defines which part of another object is shown.

I already know that NGUI does have some kind of mask if you use a UISprite of type Filled. Then adjusting Fill Amount I can show more or less. But I wonder if I can make it better like I did it on Flash.
Example: cutting an image with a starred shape or so.

Thank you.

NGUI 3 Support / Re: Localization: commas and several files
« on: December 31, 2014, 07:48:31 AM »
Thank you.
And for using quotes? Something like \" or just avoiding using quotes?

If I require several files translations files, I guess I should generate a single final cvs file with all the translations, right?

NGUI 3 Support / 2 UI Roots, 2 Panels and blur
« on: December 29, 2014, 12:40:20 PM »
I want to add blur to certain elements (and not to others) and my idea is to have 2 panels (so 2 UI Roots) on 2 different layers with 2 Cameras (so 2 UI Cameras) watching one layer and then being able to apply Blur effect.
May I have 2 UI Roots? Is it this the correct way?
Thank you.

NGUI 3 Support / Localization: commas and several files
« on: December 29, 2014, 10:05:06 AM »
2 doubts:
  • When you generate the csv file that NGUI use for handling translations, I see the different fields are separated by commas. May I then include commas in my texts? If so, how?
  • May I use several Localization.csv files? I've tried but NGUI only reads one of them.
Thank you.

NGUI 3 Support / Re: UIRoot design width
« on: December 09, 2014, 04:32:43 AM »
Yes, you're right. Your code is similar to mine but more complete.
About "why ask" is because I wanted to be sure I understood how it worked to avoid problems.
Now it's clear.
Thank you.

Pages: 1 2 [3] 4 5 6