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Messages - Jix

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1
Support / Re: TextInput problem for iOS
« on: December 30, 2014, 08:05:45 am »
Okay, any tips on how to do that?

2
Support / TextInput problem for iOS
« on: December 29, 2014, 10:59:07 am »
Hello, I want to allow users to edit a word in a long line of text. My target is Android and iOS, on Android since 2DToolkit uses native keyboard it is possible to edit any part of text without having to delete all the characters after it till this point. But in iOS I can't do that.

3
Support / Re: How do I adjust tk2dUITextInput to accept numbers only?
« on: September 04, 2014, 11:40:40 pm »
Ok, thanks a lot :-)

4
Support / Re: How do I adjust tk2dUITextInput to accept numbers only?
« on: August 31, 2014, 10:49:32 pm »
Thanks, does this problem also appear on iOS?

5
Support / How do I adjust tk2dUITextInput to accept numbers only?
« on: August 28, 2014, 04:36:13 am »
Hello, I wrote a function to let tk2dUITextInput take only numbers from the users because this important feature isn't included in 2DToolkit. I want it to show only numbers so I made it that when the text input changes it will call this function
Code: [Select]
    void Check_UI_Input(tk2dUITextInput input)
    {
        string txt = "";
        for (int i = 0; i < input.Text.Length; i++)
        {
            if (char.IsDigit(input.Text[i]))
                txt += input.Text[i];
        }
        if (txt.Length > 0)
        {
            int number = int.Parse(txt);
            input.Text = number >= 0 ? number.ToString() : "0";
        }
        else
            input.Text = "";
    }

It works well in the Editor but when I deployed it on Android everything got messed up

6
Support / Re: How to build with 2x only?
« on: July 13, 2014, 11:53:22 am »
Thanks, that really helped. A simple editor script did the task

7
Support / How to build with 2x only?
« on: July 12, 2014, 09:26:21 am »
Hello, I'm working on a project that supports multiple resolutions (1x, 2x, and 4x). Now I want to make a web build that uses 2x only, when I tried to build with current settings the game size was very big. I copied the project to another folder and spent a whole day clearing the 1x and 4x files and the game size was down to 25% of its original size.

But now I have 2 projects and when I want to update the project I have to make sure that both are updated... it's annoying me. If only I can include the 2x only when I want

8
Support / Re: Textures loose quality when sprite collection is created
« on: March 28, 2014, 12:16:51 am »
Thanks, that solved my problem... I'm building on IOS and you're right, the override checkbox was checked. By unchecking it the quality is back

9
Support / Textures loose quality when sprite collection is created
« on: March 27, 2014, 11:36:07 pm »
Hello,

I really like your tool a lot, thanks for it. But I'm having a small issue, I'm a unity developer so I'm not familiar with texture color handling. When I create a sprite collection textures loose quality, if I try to use unity's sprites the quality of the texture is unharmed. I believe that I need to do something in the collection settings but I don't know what.

I've attached 2 pics showing the difference

10
Support / tk2dUITextInput scale problem
« on: January 02, 2014, 09:30:40 pm »
Hello,

I dragged the prefab in tk2dUI_demo/Control Prefabs/Basic/TextInput and created a text input, it works fine but when I scaled it to (250,250,1) a bug happens, I click on the input and start typing but the text is gone and what I type isn't showing.

I tried to scale it to (10,10,1) to see what actually happens, when I click on it and type I can only see the last character I typed... so it must be something related to the scale, help please?

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