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Messages - PoN

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1
NGUI 3 Support / Re: Render Queue Issue
« on: February 29, 2016, 05:24:08 AM »
Hey,

I've updated Unity to 5.3.1 and currently have NGUI 3.9.6 (just updated from the store) and something strange is happening. I got a particle system that I want in front of NGUI, and therefore, I have a shader that basically has "Queue"="Transparent+500", and whenever I want to use a particle in front of NGUI, I use this shader and thats it.

However... since the Unity update, which I dont know how but somehow screwed things up, now SOME materials with this shader are being drawn in front of NGUI, others arent. Same shader on all materials... its just not consistent. Tried raising the number to ridiculous amounts like Transparent+5000000 but no change at all...

Any clue as to how NGUI com possibly be drawn in front of something with a ridiculously high render queue? Btw I checked the Draw Call window and no panel is more than 3020˜ render queue...

Thanks in advance for the attention,
Cya

Hi, i used this code in my project, there is about SortingOrder of Renderer.

  1. using UnityEngine;
  2.  
  3. public class RenderQueueModifier : MonoBehaviour
  4. {
  5.     public enum RenderType
  6.     {
  7.         FRONT,
  8.         BACK
  9.     }
  10.  
  11.     public UIWidget m_target = null;
  12.     public RenderType m_type = RenderType.FRONT;
  13.  
  14.     private Renderer[] _renderers;
  15.     private int _lastQueue = 0;
  16.  
  17.     private void Start()
  18.     {
  19.         _renderers = GetComponentsInChildren<Renderer>();
  20.     }
  21.  
  22.     private void LateUpdate()
  23.     {
  24.         _lastQueue = m_type == RenderType.BACK? -1: 1;
  25.        
  26.             foreach (Renderer r in _renderers)
  27.             {
  28.                 r.sortingOrder = _lastQueue;
  29.             }
  30.        
  31.     }
  32. }
  33.  

This component should be attach to a root gameobject which, contains child gameobjects with ParticleSystem component.
-Root (With this script RenderQueueModifier component)
   ---- childGameObjectWithParticleSystemComponent1
   ---- childGameObjectWithParticleSystemComponent2
   ---- childGameObjectWithParticleSystemComponent3
   ...

Hope this helps to you.

2
NGUI 3 Support / Re: New UILabel issues on Standalone
« on: December 03, 2015, 05:51:17 AM »
Up!

Was fixed?

I use Unity3d 5.2.3 + NGUI 3.7.8. . Have the same error.

3
NGUI 3 Support / Re: Grids and positioning
« on: May 04, 2015, 12:58:26 AM »
I've been trying to get my NGUI grids to line up properly and they simply refuse.  Every time I add something to the grid it always ends up in some strange position.  If I try to manually set the position, the items end up positioned in space.  I have some very strict locations I want new items added to the list to end up and I can't get them there.  Anyone know what I can do to do this?  Do I need to use something other than UIGrid for my Scrollview list?  What I'm trying to do doesn't seem like it should be so hard, but it's really driving me crazy.

Yeah, i m agree with author post, UIGrid and UITable always give some trouble and problems using them with ScrollView, always need to control by ResetPositions or Repositions, or something else. Sometimes looks different on the mobile devices than Unity editor, really tired. Aren pls try to do better way implement this. thanks.

4
NGUI 3 Support / Get count lines in UILabel ?
« on: May 04, 2015, 12:40:28 AM »
 Hello,

How to get count lines of UILabel text ?

Thanks.

5
NGUI 3 Support / Re: Difference between normal and full screen
« on: February 11, 2015, 12:13:21 AM »
Do u use anchors on widgets?

6
NGUI 3 Support / Re: Changing UITexture color at runtime
« on: February 05, 2015, 12:17:47 AM »
UITexture instance has a property "color".

7
Check your clipping settings on the UIPanel obj with clipping.

8
NGUI 3 Support / Re: Problems with UIGrid.Reposition()
« on: February 02, 2015, 10:03:38 PM »
I would like to agree with author , last time i see wrong behavior of UIGrid reposition, too. In editor i setup UIGrid with elements then do Execute, then i play scene open UIPanel with UIGrid and it looks wrong. don't understand why.

9
NGUI 3 Documentation / Re: UILabel
« on: December 04, 2014, 09:50:55 PM »
Why i can't set Overflow of UILabel to - "Resize freely" , when i set anchor at the label. if anchors are off , it can be set to Resize freely.

What's wrong ?

thanks.

10
NGUI 3 Documentation / Re: Localization system
« on: December 04, 2014, 09:45:58 PM »
but Why preview doesn't work anymore ?

Quote
What's the point of duplicating all that data?
So tell me pls , how could i get many values of key ? i need get values for a one key.

11
NGUI 3 Documentation / Re: Localization system
« on: November 30, 2014, 11:05:30 PM »
My Localization.csv first language is not an English. Unity 4.6 , NGUI 3.7.6

KEY,RU,EN
string,string,string
TID_LANGUAGE_RU,Русский,Русский
TID_LANGUAGE_EN,English,English
..
..
..

i got error (see below the attach), could you explain to me , why ?

thanks.

12
NGUI 3 Documentation / Re: UICamera
« on: November 10, 2014, 12:46:19 AM »
I've tried use delegate instead of - UICamera.genericEventHandler = gameObject;

  1. EventDelegate.Add(UICamera.onDrag, OnDragging);
  2.  
  3. public void OnDragging(GameObject gameObject , Vector2 delta)
  4.  {
  5.         if (delta.y < 0)
  6.         {
  7.             isScrollDown = true;
  8.         }
  9.         else
  10.         {
  11.             isScrollDown = false;
  12.         }
  13.  }

And get the error

- error CS1502: The best overloaded method match for `EventDelegate.Add(System.Collections.Generic.List<EventDelegate>, EventDelegate)' has some invalid arguments.

NGUI 3.7.4

13
NGUI 3 Documentation / Re: UIRoot
« on: November 02, 2014, 07:52:19 AM »
You're right ArenMook. But if i'll use OnUpdate , it makes unmovable widget objects by tween.now i just hardcoded positions of widget objects depends on platform.

Thanks ArenMook.

14
NGUI 3 Documentation / Re: UIRoot
« on: October 30, 2014, 11:36:59 PM »
Aren , could you help to me pls, i have a trouble.

If i build for ios with game screen size 1024*768 and run on iphone 5s, moving anchored widgets are displaying not so good (vertical crop), i mean wrong position not same on unity game screen, as if i run this builded app on a ipad 2mini anchored widgets are displaying good (moving to right positions) as i see on unity game screen. Even i set UIRoot manualWidth by code . if i set screen game size in unity to 1136*640 , build and run on iphone 5s everything are looking good, but if run on ipad 2mini that looking not so good (vertical crop). Don't understand this system, bcoz if i change game screen size in unity , always everything are looking good.

15
NGUI 3 Documentation / Re: UIRoot
« on: October 29, 2014, 01:08:49 AM »
How to change Scaling Style by code ?

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