Author Topic: NGUI 3.0  (Read 36189 times)

Yukichu

  • Full Member
  • ***
  • Thank You
  • -Given: 3
  • -Receive: 8
  • Posts: 101
    • View Profile
Re: NGUI 3.0
« Reply #30 on: September 21, 2013, 10:43:30 AM »
I have a semi-NGUI 3.0 related question.  As you said earlier in this thread, "uGUI is still better, of course (faster, more efficient, more powerful, and its delegate system is better to boot" does this mean you recommend moving over to uGUI when it is released (and stable)?  What is going to happen to NGUI, and what will set it apart?

I would guess that would be an option for anyone having performance issues, though I haven't really run into NGUI slowing much down at the moment.  Actually, since I've ripped out all of my OnGUI and GUI stuff (there was a lot) it has been amazing.

Without getting into uGUI details, what are your thoughts?  I love NGUI and in particular that all of the code is available so I can see how something is being done and rework it for my project - such as the dragndrop item system, I saw how you did it and then reworked it for my needs.

NGUI 3.0 looks very awesome.  I'll probably upgrade soon.  Oh, and just to make sure it's known, even though I paid for NGUI like 2-3 weeks ago, I don't feel bad about my purchase even in the slightest with uGUI on the horizon.  Love this stuff.

emperor1412

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 6
    • View Profile
Re: NGUI 3.0
« Reply #31 on: September 21, 2013, 01:22:22 PM »
Hi ArenMook, SpriteAnimation now works incorrectly in NGUI 3.0, there is something wrong with the position, can you check it please.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI 3.0
« Reply #32 on: September 21, 2013, 07:18:06 PM »
Quote
1. UIWidgetContainer: What is the purpose of UIWidgetContainer besides graying and disabling handles? It only contains code in the inspector, the runtime class it's empty. I suppose we only are going to add it when we need to disable resize on scene view?
Did I not cover that in the 3.0 video? You can put the widget container script on anything -- like a window game object or a panel, and it will make it possible to select it as if it was a widget, and then move it around easily.
Quote
2. Event system: UIButton and some others like UISlider has the new event system that is really great and each has it's events "OnClick" or "OnValueChange". But why there is no generic event handler? Think UIButtonMessage/UIForwardEvents mixing into one "UIEventHandler" (or something like that) with that inspector look functionality. And also why UIButton has only "OnClick"?
Honestly? Because I forgot to add it. :P
Quote
3. Widget depth control shortcuts: In the US keyboard layout I suppose it works Ctrl+- and Ctrl+= for widget depth control but in Spanish layout the "=" key (triggered by shift+0) is with "0" so when I hit Ctrl+= it opens Unity version control Window that opens with Ctrl+0.
Ah yes, difference in keyboards... Fun times. Suggestion alternatives then? [] keys maybe?
Quote
4. Tween control: The Tween system remains the same besides the inspector change. I always wanted a better control with "Pause", "Resume", etc... Now (correct if I'm wrong) it relies on the component state (enabled/disabled).
Right, just enable or disable the component.
Quote
5. UIToggle and groups: Can you show in the inspector the groups in a way similar the the UIPanel widget dropdown? In a large project it can be really difficult to keep track of the group id without repeating it by mistake.
That's a novel idea. Probably.
Quote
I was looking UIAnchor and the "Container" property that is a GameObject now and that's fine. Looking into the code I see that "CalculateRelativeWidgetBounds" now has an argument to include the inactive widget. Since which version is there? I had troubles with that in the past for not having this option.
2.7.0 I think?
Quote
I have a semi-NGUI 3.0 related question.  As you said earlier in this thread, "uGUI is still better, of course (faster, more efficient, more powerful, and its delegate system is better to boot" does this mean you recommend moving over to uGUI when it is released (and stable)?  What is going to happen to NGUI, and what will set it apart?
I'll keep on supporting NGUI. Do I recommend moving to uGUI after it's out? Depends on the state of your project. Going from NGUI 3.0 to uGUI is going to be pretty easy, and I will likely even have tools to auto-upgrade your entire layout from NGUI 3.0 to uGUI. What will set the two apart? That remains to be seen, seeing as one of them is not even out yet.
Quote
Hi ArenMook, SpriteAnimation now works incorrectly in NGUI 3.0, there is something wrong with the position, can you check it please.
How so? Details are key.

emperor1412

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 6
    • View Profile
Re: NGUI 3.0
« Reply #33 on: September 22, 2013, 05:38:11 AM »
How so? Details are key.

Hi ArenMook, the attachment contain the spritesheet atlases that I used to make spriteanimation. You'll see that one contains same size sprites worsk correctly, the other contains differents size sprites works incorrectly but it works correctly in NGUI before 3.0.0

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI 3.0
« Reply #34 on: September 23, 2013, 05:20:26 AM »
I will have a look, thanks.

atmuc

  • Guest
Re: NGUI 3.0
« Reply #35 on: September 23, 2013, 06:44:29 AM »
is UIButtonTween removed from package?

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI 3.0
« Reply #36 on: September 23, 2013, 06:52:18 AM »

atmuc

  • Guest
Re: NGUI 3.0
« Reply #37 on: September 23, 2013, 07:00:15 AM »
thanks. can you make a list that show before/after sample codes for 2.7/3.0. it will be better for google/ngui forum search. i can find some info on video but i cannot search it :-)

i asked this class for playmaker actions are not compatible with 3.0. do you plan to update them? or notify who made them?

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI 3.0
« Reply #38 on: September 23, 2013, 07:04:11 AM »
Notify Alex, the author of Playmaker.

As for the list... getting married on Saturday, so my time is incredibly pinched right now. :) I'll do bug fixes, but more than that will have to wait until after.

atmuc

  • Guest
Re: NGUI 3.0
« Reply #39 on: September 23, 2013, 07:18:38 AM »
marriage is a good excuse for delays :-) i do not exactly how to say in English; i wish a happy life to you and your wife. :-)

broken

  • Full Member
  • ***
  • Thank You
  • -Given: 1
  • -Receive: 4
  • Posts: 140
    • View Profile
Re: NGUI 3.0
« Reply #40 on: September 23, 2013, 08:20:23 AM »
Hello!

1. How can I make a modal window in version 3.0?
My window background has BoxCollider, before there was a lower Z value, and it worked fine. Now all widgets Z value I set to 0 and i use only depth value. But I can push through the collider, so i need to work again with the Z value of the panel?

2. I have two panels (LobbyPreloader and Lobby), and I want to make a smooth transition between them. The second panel (Lobby) contains a list of items (Clipped Panel) that are initialized data in Lobby Awake(). I use the code from your manager states:
http://www.tasharen.com/forum/index.php?topic=4013.msg19568#msg19568
But there is a problem. This list of the second panel appears immediately without animation alpha. That is the first panel (LobbyPreloader) has not yet disappeared, and the second panel (Lobby) has not yet appeared, but the list of the second panel is already displayed on the screen without transition. I understand this is due to the fact that at the time of starting the transition, the panel still does not contain the elements of the list, and they can not be SetAlphaRecursive. How to solve this?

Thanks!
« Last Edit: September 23, 2013, 10:11:17 AM by broken »

Yukichu

  • Full Member
  • ***
  • Thank You
  • -Given: 3
  • -Receive: 8
  • Posts: 101
    • View Profile
Re: NGUI 3.0
« Reply #41 on: September 23, 2013, 10:15:31 AM »
1. How can I make a modal window in version 3.0?
My window background has BoxCollider, before there was a lower Z value, and it worked fine. Now all widgets Z value I set to 0 and i use only depth value. But I can push through the collider, so i need to work again with the Z value of the panel?

Could you adjust the Z value of the collider to be closer to the camera?

... and congrats Aren.  I think we need a congratulations on your wedding thread, and probably a link to your gift registry :p

Darkness

  • Jr. Member
  • **
  • Thank You
  • -Given: 3
  • -Receive: 0
  • Posts: 90
    • View Profile
Re: NGUI 3.0
« Reply #42 on: September 23, 2013, 10:27:01 AM »
Is there any way to scale labels now?  All of my text is huge now and I can't scale things back the way they were. 

broken

  • Full Member
  • ***
  • Thank You
  • -Given: 1
  • -Receive: 4
  • Posts: 140
    • View Profile
Re: NGUI 3.0
« Reply #43 on: September 23, 2013, 12:43:09 PM »
Could you adjust the Z value of the collider to be closer to the camera?


Then I will need to set the same value of Z for current panel (where box collider is background).

2. Check for the version 2.7, there is a list with the second panel (Lobby) appears simultaneously with the second panel with a smooth transition of alpha.  In version 3.0 there is a different behavior

Of the differences observed in version 3.0 alpha in the inner Clipped Panel of the list (in the Lobby) does not change with alpha Lobby (parent panel). And also that every element of the list is itself a panel.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI 3.0
« Reply #44 on: September 23, 2013, 02:03:24 PM »
@emperor1412: The issue has been fixed with 3.0.0c (released).

@Darkness: What do you mean? Just adjust the scale. It should be (1, 1, 1) by default.

@broken: In 3.0 position.Z is not used at all. To bring something to front, use NGUITools.AdjustDepth. Check how I use it in NGUIMenu.