Author Topic: (!!!) Improving NGUI: Voice your opinion  (Read 159981 times)

Hawkins

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #120 on: December 10, 2013, 05:40:06 PM »
Would you like to make some suggestions for future versions, hope you like: Sorry for my typos, I speak French and am learning English now.

1 - Revamp Localize

I saw that some people here also use the Locate unfortunately only changed the system default translation by another, because the NGUI does not recognize CSV, it would be great if he would accept this format, and go beyond incorporating a few more features, will give an example:


Standard format for the new CSV (is a suggestion), we have the first column with the key of the item, the second with a description of that item, and from the third onwards would translations.

Using UnityEditor own, did the prototype of the modernization of some components:


Here we would have. CSV file, and could select which is the column that stores the keys, which stores descriptions and below we could choose, add and remove languages ​​(it does not alter the CSV), first on the list would be the default language, here we choose which column would be designated for each language.

And here is an updated version of the component to use a translation in UI components like label, button, etc ...


As you can see he was getting and displaying the data from the CSV so we can verify if that is the translation we want to use:


In the future, data from the translations could be edited for that component itself.



2 - Spinner

As we often deal with values​​, and sometimes we need to change the value every few units, it would be very good, implement the spinner to the editor values​​.




3 - Snap Lines

Another nice addition would be adding gridlines to help when we try to align components as well as Visual Studio does:




4 - Active/Desactive Component

Whenever I create a menu or interface using Ngui, I create a component to enable / disable GameObject, so it becomes easier to choose which "Windows / Components / Labels" I want to hide / show when the player clicks on a button, I think whether this component by default in Ngui would be wonderful, and others also have access to it, and not need to create components for it or writing code:




6 - Tab Index

And lastly, my suggestion is to implement a behavior similar to the TabIndex (HTML), where we could define what the order of the components when the player pressed the Tab or utilizes the Joystick.



Well here are my suggestions are only a few ideas, which I think would add a little more easily this wonderful tool that is Ngui. I hope ArenMook like.

jaz1974

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #121 on: December 10, 2013, 06:49:10 PM »

4 - Active/Desactive Component


+1 for this suggestion.   

mythos

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #122 on: December 10, 2013, 07:55:37 PM »
Using a namespace would be nice. I just purchased and imported nGUI for the first time, and I'm getting class conflicts in scripts where I don't need nGUI.
Just my $0.02

DarthMH

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #123 on: December 10, 2013, 08:09:28 PM »
1 - Revamp Localize



This is all I desire more in NGUI Localization System. I hope that in future versions implement some of these features.


4 - Active/Desactive Component

And as the jaz1974 I also give my vote to the "Active / Deactivate Component"

ArenMook

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #124 on: December 10, 2013, 10:20:33 PM »
1.  The ability to drag objects out of a scrolling table.

...maybe its already there?  Wasn't the last time I looked.  Would be great if it is.
http://www.youtube.com/watch?v=B66xhIvYF00&feature=c4-overview&list=UUQGZdUwzE8gmvgjomZSNFJg, around 32:40 mark I make it possible to drag & drop items out of a scroll view.

thormond

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #125 on: December 11, 2013, 05:09:51 AM »
How about using 2D colliders and Physics2D.OverlapPoint instead BoxCollider and Physics.Raycast for mouse events? I know 4.3 is relatively new but that adjustment would be more convenient and faster (for overlapping colliders it could prioritize Z from transform, then layer of the panel and then sorting order of the widget attached)

Also it would be good if Unity 2D layers/sorting orders were going in par with NGUI's panels and depth (eg: I have animations done with vanilla unity Sprites and positioning them in hierarchy of NGUI elements is hard without converting each Sprite to NGUI's 2D Sprite or using shaders)

*edit: you cannot animate NGUI's 2D sprite component
« Last Edit: December 11, 2013, 06:30:59 AM by thormond »

zippo227

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #126 on: December 11, 2013, 11:47:34 AM »
First of all, I really like NGUI, and I appreciate all of your continued effort to make it more user friendly.

All NGUI files should be able to compile inside of MonoDevelop. Things like default parameters in C# typically do not compile in Mono, even though they compile in Unity. I always test by building in Mono first to track down obvious errors and warnings, but now, I have to make sure to close NGUI files because some of them have errors.

I would like for most functions to become protected by default. I create classes that inherit from NGUI classes to keep from losing my changes when upgrading to the latest versions. This forces me to manually change some NGUI functions to be protected instead of private. For instance, I have to make UIInput's Start function protected. Then the inherited class makes a "new void Start()" and calls base.Start();

It would be nice if the only times I had to modify my inherited classes were to account for a renamed class (like what I had to do with UIDragScrollView). For that class (and others) I need to add an OnHover function to keep my game's camera from responding to the scroll wheel.

luisdiv

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Tweens
« Reply #127 on: December 11, 2013, 01:29:42 PM »
I very much like using TweenPosition and other tweens.
What I don't like is the fact that whenever I add the component to an object, it's position resets to 0,0,0.
I wish it would stay the same.

Thanks

Vaupell2

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #128 on: December 11, 2013, 03:47:25 PM »

More importantly still... what frustrates you in NGUI? What makes you go "AAAARRRGHGHHHH!!"? I myself tend to rage quite a bit IRL (mainly related to Mecanim lately... ugh!), so I am quite guilty of hating the system because I don't understand it. So if something is driving you nuts and you want it changed / explained, feel free to vent here and I will do my best to do something about it.


The   UIToggle functionallity and setup!
I imagine that that is the most common use for toggle buttons if any use..

hellobard

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #129 on: December 11, 2013, 05:30:25 PM »
Love the new updates in NGUI 3.07, some really great advances happening here.

A lot of people have chimed in on this as well, but here's my vote too:

- Automatic multiple-resolution altas generation and handling of all different resolutions on different devices for pixel perfection
 Right now I have to use Retina Pro to get pixel perfection, and that is a great plugin but it's really something NGUI should be doing.
Even with this great plugin, I still have to manually send updates to update anchor sizes so that they fit the specific device. Also, for disabled panels that suddenly come into play, I have to manually run a script that updates the sprites to pixel perfection.

Having this handled by NGUI automatically would make me scream "ARRRRRGHHHHHHHH!!!" a lot less, which I think would be great news to my family and neighbors).

ArenMook

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #130 on: December 12, 2013, 02:29:09 AM »
How about using 2D colliders and Physics2D.OverlapPoint instead BoxCollider and Physics.Raycast for mouse events? I know 4.3 is relatively new but that adjustment would be more convenient and faster (for overlapping colliders it could prioritize Z from transform, then layer of the panel and then sorting order of the widget attached)

Also it would be good if Unity 2D layers/sorting orders were going in par with NGUI's panels and depth (eg: I have animations done with vanilla unity Sprites and positioning them in hierarchy of NGUI elements is hard without converting each Sprite to NGUI's 2D Sprite or using shaders)

*edit: you cannot animate NGUI's 2D sprite component
I can't use 2D physics because:
1. It will break backwards compatibility.
2. It will mean that everyone now has to upgrade to Unity 4.3 or higher.

As for animating the 2D sprite: you can. Animate the 'nextSprite' variable.

ArenMook

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #131 on: December 12, 2013, 02:31:15 AM »
First of all, I really like NGUI, and I appreciate all of your continued effort to make it more user friendly.

All NGUI files should be able to compile inside of MonoDevelop. Things like default parameters in C# typically do not compile in Mono, even though they compile in Unity. I always test by building in Mono first to track down obvious errors and warnings, but now, I have to make sure to close NGUI files because some of them have errors.

I would like for most functions to become protected by default. I create classes that inherit from NGUI classes to keep from losing my changes when upgrading to the latest versions. This forces me to manually change some NGUI functions to be protected instead of private. For instance, I have to make UIInput's Start function protected. Then the inherited class makes a "new void Start()" and calls base.Start();

It would be nice if the only times I had to modify my inherited classes were to account for a renamed class (like what I had to do with UIDragScrollView). For that class (and others) I need to add an OnHover function to keep my game's camera from responding to the scroll wheel.
I avoid using  default values in function declarations. Which functions don't compile in monodevelop? If you tell me what they are, I can fix them. I use Visual Studio myself.

ArenMook

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Re: Tweens
« Reply #132 on: December 12, 2013, 02:31:49 AM »
I very much like using TweenPosition and other tweens.
What I don't like is the fact that whenever I add the component to an object, it's position resets to 0,0,0.
I wish it would stay the same.

Thanks
That's a bug. I will fix, thanks!

thormond

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #133 on: December 12, 2013, 04:35:51 AM »
As for animating the 2D sprite: you can. Animate the 'nextSprite' variable.

Looks like I've been using 3.0.6 f3 and nextSprite was introduced in 3.0.6 f6 so as the matter of fact: I couldn't  : D


hlx

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #134 on: December 12, 2013, 10:20:34 AM »
Hello Michael,

I wish an improved UIpanel script that allow the user to nest a clipped panel in an other one, like a scroll view inside an other scroll view...

Cheers,

Hlx