Author Topic: (!!!) Improving NGUI: Voice your opinion  (Read 169630 times)

Yukichu

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #225 on: February 13, 2014, 04:14:45 PM »
After much thinking, here is a consideration:

When I first bought nGUI, I wrote some detailed post on how I couldn't believe the UIInput did not have a blinking caret, the ability to copy/paste, or even move the caret around, and probably some other text-editor type things.  I was pretty much told there was no reason to add this since someone else had already created it (Ultimate Input for NGUI), and basically NGUI was not a text editor, etc.  So I eventually ponied up and bought Ultimate Input around when NGUI 3.0 transitioned.  Ultimate Input was broken for some time in 3.0, and then... lo and behold... all these features I was told would never be added, were indeed added.  So I wasted some money, kind of a bummer (no I could not get a refund, even while it was broken), but the real lesson I learned was...

... there is no reason to not add something to NGUI just because someone else has already done it.

- Infinite Pick Lists.  Add it.  Yes I could code my own, but have a basic version for people to use.  Don't need to make them all fancy and whatnot like the asset store version, so they'd still be viable for some/many cases, but the basics would probably be nice.
-

Noi14

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #226 on: February 14, 2014, 04:25:57 AM »
More youtube tutorial with table and grid.
It's really hard to start using ngui and to understand how it works with examples.
I think video step-by-step are better.

hrlarsen

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #227 on: February 15, 2014, 12:52:47 PM »
Hi

I would love to see a feature for sliced sprites where one can also hide the cornors. If you change the sprite type to advanced you have 5 options (left, right, top, bottom, center) however I think that the cornors are missing from this (something like: bottom right, bottom left, top right, top left). With this method you could cut a sliced sprite in half or remove one side, because as it is now, you can't. You can cut in half using the filled sprite type, but then you loose the sliced abilities. :(

Hope to see this soon if possible

Best
/ Jacob

amaranth

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #228 on: February 15, 2014, 05:00:45 PM »
Two more requests:

  • Raycasting: let user pick whether to use 2D or 3D raycasting (or maybe both?)
  • Atlasing: link atlas to folder, not specific items so we can update a folder instead of items in an atlas. If new item added to folder or modified, atlas updates... similar to what is now available for Unity Pro 2D

ArenMook

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #229 on: February 16, 2014, 02:04:32 AM »
Re: Raycasting -- check the version notes for 3.5.0, amaranth.

Unity 4.3 added the 2D features, but the scripting side was incomplete. Unity 4.5... or is it 4.6 now? is what adds the missing script functionality, so you will be able to use 2D stuff with NGUI, resulting in automatic atlas creation should you choose to use 2D sprites.

wangzy_88

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #230 on: February 20, 2014, 10:12:57 PM »
I'm very happy about the improve of scrollView in new version,will try.
And,do you have any plan with data binding?

Ivian

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #231 on: February 21, 2014, 03:48:52 AM »
I'd love to see hierarchy based sort mode.

ex hierarchy

-Root
--Sprite0  1
---Label0  5
--Sprite1  3
---Label1 2

So now, all of these widgets have their own global depth. I'd like to see the featrue, that depth is parent based.  So render queue looks like:
Sprite0, Label1,  Sprite1, Label0. If the depth was hierarchy based First of all we'd render all children of sprite 0 (regarding to their depth) and then all children of Sprite1. So the render queue would look like this: (Sprite0, Label0), (Label1, Sprite1). That would be helpful to create separate windows that could overlap each other, without depth glitches.

Yukichu

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #232 on: February 21, 2014, 10:37:40 AM »
Can't we set depth on the panel now?  Seems to completely take care of this for me.

Cynikal

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #233 on: February 22, 2014, 01:21:58 PM »
Personally, I think more out of the box type of things would be great.

Example: More atlases consisting of buttons, etc.
More Widgets types: Speedometer, HTML browser?, etc.

Mainly, more premade atlases with the art assets in it, for buttons and stuff.

10FingerArmy

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #234 on: February 23, 2014, 04:14:10 PM »
It would be great if there were more text effect options. The currently existing outline, gradient and shadow are a superb start but how about:

* outline AND shadow (with different colors each) in one text
* bevels
* materials for font and outline

Something that could be an inspiration here is the following thread: http://forum.unity3d.com/threads/227790-TextMesh-Pro!-Advanced-%28SDF%29-Text-Rendering-amp-Editor-Tool-Looking-for-Feedback

Nicki

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #235 on: February 23, 2014, 05:23:00 PM »
Oh wow, that TextMesh pro thing you linked looks pretty sweet, 10FingerArmy. I'd be all for getting all that into NGUI if at all possible.

TommyT31

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #236 on: February 23, 2014, 09:50:25 PM »
There are a couple things that drive me absolutely nuts about using NGUI.

1. It seems like I can't select a bunch of widgets in the inspector then just move them with out all hell breaking loose and all of them collapsing on one of the widgets. I have ended up getting around this before by throwing a temp game object in there and putting all my labels or whatever on them and moving the object but this just seems kinda crazy to have to do this.

2. Another thing is duplicating objects. For some reason when I duplicate objects the position and scale always get messed up. Its always slightly less then the previous object. I don't seem to notice this duplicating non NGUI objects. I know that now we use the widgets size but the position is still always off by .0001 or something and my OCD kicks in and I must fix it and the scale..

3. Im not sure why but it seems like when I use it I always feel like I'm fighting it every step of the way to get it to do my bidding. The widget sizes being off on duplication, not being able to multi-select and move, going to move an object and it wants to rotate it when the move cursor icon is up and not rotate.I seem to run into a ton of these nuances. Ive learned to accept these quirks and move on but these things cause extra time required and not to mention keep me pulling my hair out.

I have to say that before making the jump to do my conversion to 3.x I took a real hard look at DF-GUI and I was pretty impressed. It seems to lacking in the overall power aspect that NGUI has but the way it works in terms of creating and laying out widgets just feels more natural to me. The inspector fields are laid out more like I'm using visual studio on a pc to create a windows app. It didn't seem to have as steep of a learning curve as NGUI either.. Granted the learning curve has come along way and thanks for the videos you have done.. Perhaps some more basic videos would be nice..

Ivian

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #237 on: February 24, 2014, 06:23:24 AM »
Can't we set depth on the panel now?  Seems to completely take care of this for me.

Not really. Cuz when i put a sprite on uiPanel object for easier moving the object around, I'm loosing control on the size + anchors to parent. In fact, every widget could now behave as a panel.

Yukichu

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #238 on: February 24, 2014, 10:21:20 AM »
2. Another thing is duplicating objects. For some reason when I duplicate objects the position and scale always get messed up. Its always slightly less then the previous object. I don't seem to notice this duplicating non NGUI objects. I know that now we use the widgets size but the position is still always off by .0001 or something and my OCD kicks in and I must fix it and the scale..

I used to think this was NGUI when in fact it is Unity.  I just happen to duplicate a lot of UI objects and not a lot of others, so it seems more noticeable for UI stuff.

helmesjo

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Re: (!!!) Improving NGUI: Voice your opinion
« Reply #239 on: February 25, 2014, 09:27:24 AM »
Finish the layout-system!

I watched the new layout-system in one of the videos and it looked promising (anchors), but trying it out myself I noticed (if I haven't missed) that it is extremely lacking. Basically there is still no way to create basic constraints, eg. making one widget keep same height as another widget (unrelated of where they are positioned that is, which won't work with current anchor-system).

Just started using 3.x so I hope I'm not "ranting" without enough knowledge here, but you should really look in to making a complete, from the ground up, layout-system (recently been doing a lot of iOS-development, so that is somewhat what I'm thinking of). The current anchor-solution looks hardcoded (4 anchorPoints built into the widget-component) and really limited and only solves one specific case of all the positioning/scaling/rotating/whatever-issues there is with UI-layout. Because of this widgets should be able to have multiple constraints: Equal width/height, distance from edge to edge (like the anchors do), equal ratio (?), etc. I fail to see how the current system can be extended to support this behaviour...

Look here to get an idea of what I'm blabbing about: https://developer.apple.com/library/ios/documentation/userexperience/conceptual/AutolayoutPG/AutoLayoutConcepts/AutoLayoutConcepts.html#//apple_ref/doc/uid/TP40010853-CH14-SW1

Cherio!