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Messages - artician

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31
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.



32
NGUI 3 Support / Re: Multi-panel versus multi-GUI setup
« on: November 15, 2012, 09:27:41 PM »
I went ahead and completed the changes.  I can say that it is possible to simply grab Panels (with all their child elements) and drag them to different GUI entities in the scene. 

The only "bug" that I encountered was that the new parent GUI entity's Camera changed it's Event Receiver Mask back to Default after I placed the other Panels beneath it.  This has happened to me once before and caused a good amount of confusion on my end, but I couldn't reproduce it then.  Maybe you'll have more luck if it's something you want to fix.

Thanks for the help.

33
NGUI 3 Support / Re: Multi-panel versus multi-GUI setup
« on: November 15, 2012, 11:35:59 AM »
For any drag & drop inquiries, check the drag & drop example. It only uses one camera.

Actually I meant while authoring.  Meaning can I reparent existing Panels and their children beneath another GUI's anchor, by dragging them directly in the Hierarchy view, or will there be residual issues from that.

Thanks for your help!  This is a lot easier than testing it myself because I'm afraid the scripting changes would kill me.

34
NGUI 3 Support / Re: Multi-panel versus multi-GUI setup
« on: November 14, 2012, 06:05:46 PM »
Thank you ArenMook, that's exactly why I asked.  I'm glad to have confirmation one way or the other.

Any comment on whether Panels are draggable/droppable between GUI entities of the same setup?


35
NGUI 3 Support / Re: Multi-panel versus multi-GUI setup
« on: November 14, 2012, 03:34:13 PM »
By GUI I mean GUI in the same context that NGUI uses it.  One GUI-Anchor-Camera-Panel setup each.

My GUIs are all very basic, using one 'screen', sometimes two but that is the absolute most.  Most are for player feedback.  Only two have interactive elements, which simply toggle sprites.

If I went with the multi-Panel route, I'd toggle on and off those panels that are necessary.  Only one GUI/Panel would be active at any time.  It's basically the same setup I am using now, via toggling on/off whole GUIs rather than just the Panels. 

36
NGUI 3 Support / Multi-panel versus multi-GUI setup
« on: November 14, 2012, 01:37:14 PM »
Hello,

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.

37
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?

Thanks!

38
NGUI 3 Support / Re: Buttons Stopped Receiving clicks
« on: October 22, 2012, 05:27:59 PM »
That was it!  Why did that change on it's own?  Either way, it changed on it's own somehow, but it was an easy fix.  Thank you! That was killing me.  :)

39
NGUI 3 Support / Buttons Stopped Receiving clicks
« on: October 22, 2012, 04:07:52 PM »
Hello,

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.

40
NGUI 3 Support / Re: Odd Sorting Problem
« on: September 21, 2012, 09:12:57 AM »
I figured it out.  I had all my gui cameras using the same layer.

Thanks for the help.

41
NGUI 3 Support / Re: Odd Sorting Problem
« on: September 21, 2012, 08:42:53 AM »
Doesn't make any difference, unfortunately!

Any other suggestions?  Thanks for the reply.

42
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.

43
NGUI 3 Support / Questions Regarding UIDragable Panel Writeup
« on: September 20, 2012, 09:02:08 PM »
Hello,
I'm following the writeup for the Scrolling View with the Clipped Panel, (http://www.tasharen.com/?page_id=4444) and I have a very basic question about one of the steps.

In this step:
Quote
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?

Quote
(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!

44
NGUI 3 Support / Re: Hierarchical Scale Inheritance
« on: September 20, 2012, 08:14:13 PM »
I started from scratch and it works fine now! 

I would love to know what the cause of it was though. 

Thanks again for your help.

45
NGUI 3 Support / Re: Hierarchical Scale Inheritance
« on: September 20, 2012, 06:51:25 PM »
Here you go:



I've highlighted the two Panels.

As for why I'm doing this.  This writeup instructed me to do so: http://www.tasharen.com/?page_id=4444

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