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Topics - artician

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NGUI 3 Support / Please bugfix 3.6.0b1
« on: July 08, 2014, 04:46:00 PM »
I'm still encountering showstopping issues in the last compatible version of 3.6.0b1 with Unity 3.5.7f6.

Even if I create a new project I'm unable to generate new Atlases or Fonts.  This is the resulting error message:

  1. UnityException: Creating asset at path E:/_Projects/gameDev/XXXXXX/gameData/Assets/gui/font/playtime128_outline.mat failed.
  2. UIFontMaker.OnGUI () (at Assets/NGUI/Scripts/Editor/UIFontMaker.cs:438)
  3. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

I know you don't 'officially' support this version now but I'd appreciate, well, some support I guess.  If not, please let me know what the previous, verified working version of NGUI was with 3.5.7f6.

Thank you.

NGUI 3 Support / Atlas size confusion
« on: May 24, 2014, 05:41:48 PM »
I'm trying to place a new font into an existing atlas, but when I do so NGUI tells me it's too large to fit.  My atlas is currently 4096^2, and the new font is 1024x512.  As you can see below, almost 75% of the atlas is not in use, so could you perhaps tell me why I'm receiving this error?


NGUI 3 Support / Anchors not working
« on: May 22, 2014, 04:42:08 PM »

I am running latest version, but over the last year, starting with NGUI 3.x, I've upgraded several times, so maybe it's a legacy issue?

My anchoring system does not work, I turned on Unified Anchoring for a sprite but it does not behave anything like what your tutorial videos show.  The main issue is that when I resize the viewport window in the editor, the Widgets do *not* move according to their anchor settings.  They behave as normal (moving off screen).
I have a basic setup in the form of a UIPanel, with a nested UIPanel beneath it.  In the child UIPanel, I have one sprite, which is the widget using anchoring. 

Any idea?

Thank you!

NGUI 3 Support / Simple Feature Request
« on: May 22, 2014, 04:35:25 PM »

I love NGUI and get flustered when I meet Unity devs who aren't using it. 

That said, something that is a nice convenience to have with the other Unity tools and plugins I use is an "About" section in the pulldown menu for the application.  Most importantly, I just want to know what version I am currently running without having to find a Readme.

Would be nice, and just a suggestion.

NGUI 3 Support / Fatal Error when updating
« on: May 22, 2014, 04:32:46 PM »
I ran into an issue with NGUI, but decided to update before posting about it. 

I was updating to the latest version from the asset store, and upon attempting to Import the latest version, Unity crashed immediately and I received this dialog:
Fatal error!

type == kMetaAssetType & pathName.find
(library/metadata") !=0

Can you tell me what this is? 
Also, can you tell me if there is a "proper" way to import a new version into an existing project?  (assuming this was my fault)

EDIT: this is preventing me from continuing work.  I deleted the NGUI directories and I still receive the above error when attempting to open Unity.


NGUI 3 Support / Unable to right-click add script
« on: April 22, 2014, 12:09:18 AM »
I dont know if this is a new version issue or not, but, not knowing exactly what version I was using, I discovered in a project tonight I was unable to right-click-add a script to a UI element I had selected.  The NGUI popup menu worked fine, but when I selected the script to be added, it did not appear in the component list on the object.  This happened with multiple scripts (scrollbar, slider, button).

I can however add the script if I select the element and add it via the pull-down menu; NGUI -> Attach -> etc.

Despite that, my colliders ceased to receive any input.  Everything is on the proper layer with the event masks set up correctly.  I deleted the NGUI folder entirely, updated to whatever version was released in the last day or so, (so I am now running latest), and the issue is still present.  I still can't right-click-add any scripts, and when I add from the pulldown menu, the colliders don't receive any events.

Thanks for any help.

NGUI 3 Support / Prevent UIInput from scrolling
« on: March 12, 2014, 12:29:45 PM »
I have a UIInput field that is a fixed size.  8 lines with 12 characters per-line.  I want the field to display all 96 characters at all the time, and I have the starting value filled out with 96 placeholder characters to begin with. 

I'm having several problems with this.  Firstly, when the input field is clicked by the user, the cursor jumps to the end of the text.  This isn't so much of a problem except that the text field will scroll up and out of view to display only the last few characters in it (this is a behavior with the Input field itself, please note I'm not talking about a Scroll-View, which I'm not using here).  If the user presses the up arrow repeatedly, the lines will scroll back down and display. 

Essentially I want this paragraph to display at all times, no scrolling within the input field, and allow the user to simply click it to edit without moving the text automatically. 

I have the UILabel set to display exactly 8 lines of text, with Clamped Content and a Character Limit on the UIInput component set to 96 characters exactly.  How can I keep this from scrolling?

Thank you in advance.

NGUI 3 Support / (problem) Objects stacking in grid
« on: February 26, 2014, 05:48:12 PM »
Hey all, I upgraded a project of mine from 2.x to 3.x today.  It took all day but more or less went off without too much issue.

The problem I'm having is probably due to not understanding all the new features, but I can't figure it out myself.
Basically I have a UIScroll View on a Panel, and a Grid child beneath it.  During runtime I instantiate a simple button prefab with three child labels under the Grid via the AddChild function, and this is the result:

And my Panel and Grid properties are like so, respectively:

I appreciate any help you can give!

NGUI 3 Support / Looking for documentation
« on: February 25, 2014, 11:42:19 AM »
I'm working on a project which uses a pre-3.0 version of NGUI.

There used to be a writeup that described how the scroll-window was set up, but I can no longer find it.  I can't remember how to set it up looking at the interactive example (I thought it was more complex than that), so if someone could tell me where I might find that old how-to I would much appreciate it.

Thanks in advance!

NGUI 3 Support / Table Item Ordering
« on: November 28, 2012, 09:29:58 PM »
I couldn't find this in the forum or documentation. 

How does a table order it's items when sorted is unchecked?
How does it order them when it's checked?

I have 20 rows of data, 3 columns each.  Is UITable the right thing for me to use?

Thanks for the help.

NGUI 3 Support / Multi-panel versus multi-GUI setup
« on: November 14, 2012, 01:37:14 PM »

I have a few what-if questions that am about to test out, but thought I'd get some insight from the community as well.

I have been using multiple GUIs for my game, and at this point I have about 15+ that get activated/deactivate throughout play.  I thought it might be more efficient if I had instead used one GUI with multiple panels instead.  Experience using NGUI for a few months now has suggested that might be the way NGUI was intended to be set up to begin with.

Is there a recommended approach between these two?

Would it be possible, if all GUIs are the same archetype, and all render on the same layer, that I could simply drag all the panels from the various existing GUIs and place them under one common GUI?  I was hoping this would be possible to avoid having to reconstruct them, but I've had strange errors when duplicating GUI elements within one GUI before.

Anyone with any experience doing this?

Thanks in advance for any tips and assistance.

NGUI 3 Support / Off-screen performance?
« on: November 06, 2012, 12:38:10 PM »
Newb question, but up until now I've been creating widgets and Activating/Deactivating them as needed.  I have several now that I am sliding onto the screen from outside the camera boundaries, and I was curious if there would be any performance hit if I just left them Active at all times.

So: Is there a difference in performance between a sprite that is offscreen and a sprite that is Deactivated?


NGUI 3 Support / Buttons Stopped Receiving clicks
« on: October 22, 2012, 04:07:52 PM »

I've been working on a project for some time and using NGUI successfully.  Today I added some options to one of my GUIs, and all buttons in that GUI stopped receiving Click or Touch commands.  I checked depth of colliders, as well as events being sent, and also reverted the changes I made today before the problem began, but they just don't receive anything now!

Are there any common troubleshooting steps you can recommend for me?  I am pulling my hair out here.  One of those "it worked fine a minute ago..." scenarios.  :(

Thanks in advance for any suggestions.

NGUI 3 Support / Odd Sorting Problem
« on: September 21, 2012, 06:28:39 AM »
I have two UI's in my scene.  They're separate from one another, but I have their depths set so one should draw over the other, (acting as a popup dialog for user messages and help).  The problem is that it draws behind everything, all the time. 

It doesn't seem to matter how close I move the UI to the camera by hand, or what value I set its components depth to, the UI I want on top is *always* drawn behind the other one.  What would cause such a thing?

Here's a screenshot of the scene, but I had to crop it close because I can't show the work.  :/ 

I hope it's enough for someone to tell me what's going on at least.

NGUI 3 Support / Questions Regarding UIDragable Panel Writeup
« on: September 20, 2012, 09:02:08 PM »
I'm following the writeup for the Scrolling View with the Clipped Panel, ( and I have a very basic question about one of the steps.

In this step:
Once that was done, I added a child to this second panel with a grid component on it

What kind of child did he add to the second panel?  A specific NGUI object, or a regular, empty Unity GameObject with the Grid component added?

(which automatically lays out its children based on the cell size of your choice), and copy/pasted a bunch of children underneath it

This makes it sound like his hierarchy is like this:

Parent Panel
|_Panel 2
   |_Grid Component Child
      |_Children to be sorted in Grid

Is that correct?

Many thanks for the help!

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