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Messages - Kichang Kim

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1
NGUI 3 Support / Re: UIButtonColor change target color when drag in.
« on: February 07, 2014, 04:26:59 AM »
I check my UIButton scripts, and all of that's drag over options is do nothing. When I drag over, it changes color of sprite only, does not call OnClick event.

This only occurred when I set my custom event receiver (Player gameobject) to UICamera.genericEventHandler.

Should I need to do something about my custom event receiver?

2
NGUI 3 Support / Re: UIButtonColor change target color when drag in.
« on: February 06, 2014, 11:08:37 PM »
UIButtonColor colors the object in a pressed state when you drag something over it, whether the generic event handler is set or not.

UIButton doesn't do it by default, unless you set "Drag Over" to "Press".

Hmm... when I commenting my code at UICamera.genericEventHandler = gameObject, This is not occurred.

I'll check Drag over setting. How check that setting?

3
NGUI 3 Support / UIButtonColor change target color when drag in.
« on: February 06, 2014, 06:07:05 AM »
Hi. I found some odd working of UIButtonColor.

Normally, UIButtonColor does not change target color when I move mouse to it while mouse button is down (drag in).

But when I set  my own event receiver to UICamera.genericEventHandler, all of UIButtonColor change target color with drag. Is this bug?

4
NGUI 3 Support / Re: Can't resize UIWidget when anchor type is unified.
« on: January 10, 2014, 09:59:22 PM »
Very much so. I am on vacation right now so I can't figure out when that was broken, but you can fix it by replacing your Widget Inspector with the attached file.

Attached file works perfectly. Thanks ArenMook and all of replier.

5
NGUI 3 Support / Re: Can't resize UIWidget when anchor type is unified.
« on: January 09, 2014, 08:27:43 PM »
Anchored widgets can be resized in the editor (but not in inspector). However looking at your scene view, your handles seem to be grayed out? I'm not sure why that would be in your case. They shouldn't be. They should only get grayed out if you're resizing a label set to "resize freely".

I can't resize all of widgets (sprite, label, and so on...). When I set anchor, inspector and handles are grayed and can't resize in editor. (even a label with no resize freely option!)
Is this bug?

6
NGUI 3 Support / Can't resize UIWidget when anchor type is unified.
« on: January 09, 2014, 07:43:51 AM »
Hi. I'm working my new project with NGUI 3.0.8 f7 and found some uncomfortable features about UIWidget.

When I set anchor type to unified of UIWidget, I can't resize it in editor. I can only rotate and move.
Only method to resize is set relative position in anchor setting (also Dimensions setting in Widget is disabled). This is too uncomfortable. Is there any method to resize UIWidget with unified anchor?


7
NGUI 3 Support / Re: Dynamic font support for NGUI
« on: January 29, 2013, 07:48:21 PM »
Is this patch support NGUI 2.3.1 ? It seems to does not work in 2.3.1.

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NGUI 3 Support / Label color is not changed when button is disabled.
« on: August 31, 2012, 09:55:49 AM »
Hi, I have some simple question.

When I set button to disabled (isEnabled = false), the color of button's label was not changed. Only background sprite's color was changed. Is this bug or not?

NGUI version is 2.1.6 and unity 3.5.5f3.

9
UICamera.currentTouchID tells you the ID of the touch, so you can do what you want.
Great. I'll try to merge my own touch manager to NGUI. Thanks for quick reply :)

10
Thanks for reply. It looks better using NGUI's inernal touch event system than my own touch system except multiple touch recognition. Can NGUI touch event handle multiple touch and touch phase? (for determine short/long touch, multiple touch for zoom in/out)

11
NGUI 3 Support / What is effective way to get Rect of GUI component ?
« on: August 25, 2012, 08:57:11 PM »
Hi, I'm working to develop mobile RTS game.

I'm using NGUI for main GUI system (build button, upgrade button, and so on). Additionally, I used Input.touch for picking building or units (using raycasting).

In this case, what is best way to get Rect of NGUI component (label, button, background ...) for ignore picking event on GUI component? I think that checking rect of gui component may be solution. Is there another way to check whether touch point is on gui component?

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NGUI 3 Support / Re: Label disappeared when I rotate the scene
« on: August 15, 2012, 08:49:40 PM »
Oh, I see. I'll try to merge my font and design atlas. Thanks for quick reply!

13
NGUI 3 Support / Re: Label disappeared when I rotate the scene
« on: August 15, 2012, 08:27:05 PM »
This is explained in the FAQ:

http://www.tasharen.com/forum/index.php?topic=6.msg238#msg238

Different atlases = different draw calls.

Different draw calls = it's up to Unity to determine what's drawn in front of what. When you turn your UI, the center of the widgets changes, and some become farther away than others, so the draw order changes.

But I don't know still how to determine draw order of atlas. I set all of z of label to smaller than other widget, but it didn't work for me.

14
NGUI 3 Support / Re: Label disappeared when I rotate the scene
« on: August 15, 2012, 08:05:34 PM »
Ah, I did not checked FAQ. sorry :)
Thanks for reply.

15
NGUI 3 Support / Label disappeared when I rotate the scene
« on: August 15, 2012, 11:14:48 AM »
Hi, I'm newbie for NGUI.

I have a something problem about my GUI. When I rotate the panel, my button text was disappeared. This occurred in both edit scene and real game scene. Because of that, I can't use cool 3D GUI.

I'm using 2 atlas (one is design atlas, another is eastern font packed atlas).

How to fix this problem?

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