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Messages - sgolby

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NGUI 3 Support / iAds Interstitial rotated Portrait instead of Landscape
« on: December 03, 2014, 11:37:17 AM »
Has anyone seen an issue like the image below ?

We just turned on Interstitial iAds and as you can see it's sticking 1/3rd the way off the top of the screen. 
If I rotate my iPad to Portrait the ad updates itself and fills 100% of the screen, making me think Apple thought the iPad was in Portrait mode.
*but* our game is Landscape only. 
This issue happens even if I change it to build Landscape Left only, no-Auto Rotate (usually it's Right+Left).

We don't do anything ourselves in the code to adjust the ScreenOrientation (there are some Unity iOS8 bugs for fixing in v4.6.1 for issues related to that).  Can anyone think of a NGUI setting that's tripping us up here ?  I'm wondering if we've made a mistake with FixedSizeOnMobiles or something ?  or is this a known Unity v4.5 + XCode6 issue related to that bug mentioned above ?


Other Packages / Re: NGUI: HUD Text
« on: December 03, 2014, 11:17:51 AM »
Thanks for the explanation, I used the Curve stuff to more quickly adjust the Alpha channel towards the tail end so it fades very fast now in the last 0.5s but stays at 100% for most of the float up, a lot less noticeable.

Other Packages / Re: NGUI: HUD Text
« on: November 21, 2014, 11:19:15 AM »
When using an Outline effect on a font I am finding the HUD Text "fades to black" rather than fades transparent.
Turning off the Outline Effect fixes it as can be seen in the screenshot.
Is this a known issue ?

The bad news is my HUD Text is probably quite old, the file date is 10/28/2013 (I can't seem to find a version in the files) the reason being I'm stuck on NGUI Pro v2.7.0 until I have time to do a major upgrade. (game was supposed to be released late 2013 right when 3.0 beta came out, so I decided not to change just before release, and the release got majorly delayed)

So... if "Just Upgrade" is the answer, will the current version of HUD Text on the Asset Store download work with NGUI v2.7.0 ?   or can I get the last version of HUD Text that matches NGUI Pro v2.7.0 somehow ?

NGUI 3 Support / Transparent Texture with UITexture ?
« on: March 07, 2014, 04:23:00 PM »
I can't seem to get UITexture to show a transparent .png texture right.

I have a large texture which gets very limited use so I don't want to add it to the atlas as we're close to 1024px.  It has some rounded edges which are transparent, but they are showing as solid white when using an UITexture & the Unlit/Texture shader. The Preview shows it with rounded/grey edges so that appears to have picked up the transparency and I've tried quite a few import setting combos GUI/Texture/Alpha is Transparency but so far having cracked how to make it look right on screen.

Any ideas if it's possible to have a transparent section in a UITexture ?


Is there any sample code / documentation (not an API reference dump) on how to use the Popup List ? (and other things in nGUI)  I'm really struggling with the way the nGUI info is presented, even after watching the videos and looking at the examples in the package.  Everything stops just short of a functional example, it took me a considerable amount of data mining to find out I needed to do this to get data back from nGUI. 

   void Awake () {
      UICamera.genericEventHandler = this.gameObject;

Thankfully another thread had code to tell me how to detect what was clicked using UICamera.lastHit.collider.

Please, please, please put a couple of sample scripts in the paid nGUI package of buttons/lists actually *doing* something for each example so we don't have to search and guess for each little thing.

I'm now basically trying to guess how "Using them is trivial" and I'm getting this error after adding my OnSelectionChange() function.

function OnSelectionChange() {
   print ("UIPopupList.selection = " + UIPopupList.selection);

Assets/_scripts/GameManager.js(767,57): BCE0020: An instance of type 'UIPopupList' is required to access non static member 'selection'.

It seems this is passed in as a string variable and isn't set like UICamera.lastHit.collider. <sigh>

This works

function OnSelectionChange(selectedItem) {
   print ("selectedItem = " + selectedItem);

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