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Messages - Tatanan

Pages: 1 ... 4 5 [6]
76
NGUI 3 Support / Re: HD and SD atlas - Pizel size
« on: July 15, 2014, 01:33:31 AM »
And about fonts? Will I have better resolution using fonts in "HD" placement, ie, in HD let's say I use Unity Fonts with size 40px, while on SD I use 20px size fonts.
My doubt is: If I use SD placement and then use iPad Retina, will my fonts seem less perfect thant using HD placement?
In other words, fonts with 40px will have better resolution than fonts with 20px resized by 2?

77
NGUI 3 Support / Scroll View doubts
« on: July 14, 2014, 05:13:32 AM »
After having read carefully the video tutorials of this component, I can make several things, but still have 2 doubts. I'll try to be as detailed as possible.
  • I have a scroll view and inside some buttons. If I use unified anchors with the buttons, the scroll view stops to drag, since positions of the buttons seem to be fixed. In this case I used anchors related to UIRoot. However, if I don't use unified anchors, when I move from 16:9 to 4:3 the buttons are no longer aligned to the left as I wish.
    How should I proceed?
  • If I add the UICenterOnChild script to my scroll view, the buttons are auto-centered. What I need is to autoalign to the left (with a little separation to the left) like in many games.How should I proceed?
Thank you.

78
NGUI 3 Support / HD and SD atlas - Pizel size
« on: July 12, 2014, 11:47:57 AM »
I am making games for 2 resolutiones: HD por iPad Retina and any device with more than 1024 px of width and SD for devices below 1024 px of width.
I am using Reference Atlas and my doubt is:
Which is the difference between those 2 options?
  • HD atlas with pixel size = 0.5 and SD atlas with pixel size = 1
  • HD atlas with pixel size = 1 and SD atlas with pixel size = 2
I just want to sure if I understand.
In first case I put UIRoot with FixedSize and height = 1536.
In the second case I put UIRoot with FixedSize and height = 728.
All that is exactly the same or are there differences?

Thank you.

79
NGUI 3 Support / Re: Snap button is not giving exact pixels
« on: July 12, 2014, 05:56:43 AM »
I need to understand this a bit better to know to proceed.
Let me some more questions, please:
  • Is there any tutorial explaining that in details?
  • If I have a png of 35x45, are you meaning NGUI will deform it to something even? If so, wouldn't it appear uglier?
  • Should I employ only pngs of even x even dimensions?
  • If I remove the unified anchors, sometimes it does let me use odd pixels dimensions. Is there any reason I don't know?
Thank you.

80
NGUI 3 Support / Snap button is not giving exact pixels
« on: July 11, 2014, 11:37:03 AM »
When I use this button it sometimes gives me not the exact pixels of the sprite
If my sprites (png) is 110x107 it gives me 110x108.

If, moreover, I have used a unified anchor then sometimes I can't even fix it, ie, it's like the anchor forces you the pixels somehow.

How should I proceed?

81
NGUI 3 Documentation / Re: UILabel
« on: July 08, 2014, 06:47:00 AM »
Where do I have to look to see NGUIText.ParseSymbol? Or all BBCode commands?
In particular, I need to make break lines.
Thank you.


BBcode style:

[b]bold[/b]
[i]italic[/i]
[u]underline[/u]
[s]strikethrough[/s]

...etc. Look inside NGUIText.ParseSymbol.

82
NGUI 3 Support / Problems with texture packer
« on: July 03, 2014, 12:27:39 PM »
Hello.
I employ the last versions of NGUI, Unity and TexturePacker. I have an TexturePacker atlas that I want to import/convert into a NGUI atlas. I follow the steps, drag the .txt JSON file and more or less it works, but some sprites are "moved", ie, they are not taken as expected.

Any solution?

Thank you.

83
I was just trying to use both my current gameObjects (without NGUI) with the new NGUI objects.
I think I know quite enough about "advanced" things with NGUI but I am having problems with the very basics, ie, with integrating NGUI in my current scene.

If I make it all just with NGUI, I do every thing perfect, but when using both NGUI elements and non-NGUI elements, problems come. Should I use NGUI for everything 2D? Should I consider NGUI like a whole framework and use only NGUI and not native Unity sprites?

Thank you and sorry for my weird questions.

84
NGUI 3 Support / Is UI Root necessary? or How to start an interface?
« on: July 02, 2014, 02:54:07 AM »
Hello.
Every time (or it seems to me) I add a new NGUI element to my scene, either by NGUI tab in the menu or by draggin a prefab a sprite is create which is named "UI Root" and contains a UI Root script.
I have many troubles with the autoscaling of that component.
In http://www.tasharen.com/forum/index.php?topic=6710 it's said "If you don't need the auto-scaling functionality of the UIRoot, you can get rid of this component altogether." so I'd like to remove that element.
But I can't completely remove the UI Root. And then I don't know how to proceed. My concern is:

1.- With a so weird autoscaling (let's say scaleX = 0.003333333) it's not easy to position my UI Camera, so: May I set the UI Root scale to (1, 1, 1)? Should I or may I remove the UIRoot script from the UI Root sprite to have remove that autoscale?
2.- Which is the structure of a NGUI user interface?, ie, how should I proceed? Do I need to have a main UI Root to place of my NGUI elements? I am quite a bit lost about how to start.

I have watched several of your video tutorials and it's clear how to make advanced things, but the initial basic setup is my main doubt.

Thank you.

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