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Messages - test84

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31
No it's not.

32
Very strange, I tried to set each x, y and z properties of the 2nd progress bar's transform component from the 1st one via copy and paste in edit mode, but to my surprise, the same bug persists. Meaning that the 2nd progress bar has the 1st one's position but it stands at an incorrect position. In fact, the Y is wrong.

33
Should work fine - it doesn't modify the position in there.

I didn't understand you there.

What happens if you move it with the unity widget? If you can't figure this out, post exact steps to reproduce it and I'll try and work out why this is happening.

It works fine in a new and clean scene but doesn't in the game. Strange thing is values of transform component are correct but it doesn't go where it's supposed to be.

34
Support / Re: How to make a tk2dUIProgressBar bar, invisible or disappear?
« on: February 11, 2014, 08:59:19 pm »
Thanks.

Like this?

my_Progress_Bar.gameObject.SetActive(false);

BTW, why calling SetActive doesn't work on the progress bar itself? Isn't it a GameObject?

Thanks man.

35
Hi,

I have two progress bars in my game and I need to move one in front of the other one sometimes. What I've done is this:

second_progress_bar.transform.position = first_progress_bar.transform.position;

(I also tried to copying transform.position of the 2nd one into a temp variable and then passing it to first one's, no luck)

See the images and please note the position!






but the second_progress_bar doesn't change it's location. In the editor I can see that it has the first_progress_bar's position in it's transform component, but in the game and scene view, it has some offset and is wrong.

Am I missing something?

Thanks.

36
Support / How to make a tk2dUIProgressBar bar, invisible or disappear?
« on: February 10, 2014, 09:06:11 pm »
Hi,

If we want to make a normal Unity GO disappear or invisible, we put it's renderer's enabled property to false. But how can I do the same with a tk2dUIProgressBar?

Thanks.

37
Support / Re: How to have a draggable object with 2D toolkit?
« on: January 28, 2014, 03:54:37 pm »
Bascially you want to accumulate how much you've moved while you're clicking. Just keep note of the start position, then calculate the delta every frame and create an average with that. When you let go, use the average velocity and dampen it over time to have your sprite drag on for a bit...

Thanks.

Since I have to write code in order to work with 2D Toolkit, would you please tell me where I should write this code? i.e. which events should I listen to for when player drags and releases dragging the object.

I mean since it has to work with UIdrag, my script should be able to listen to those events, right?

Problem is, if player doesn't do a simple drag and release and moves the item a bit around, when she releases it, it would still launch based on first and last position and do not take the middle movements into account.

I checked the UIDrag code and I think you think of them as buttons, am I right? So I think I should copy and paste your UIDrag and do the accumulations and whatnot in the ButtonRelease event. I did that but the simple drag and drop doesn't work anymore!

My script is copy paste of your tk2dUIDragItem script and just renamed the class and file name so it wouldn't clash but in the editor I can see two new public fields UI Item and UI Manager that are both set to Null but your tk2dUIDragItem doesn't show these fields. Why is that and also why they don't get automatically get value as your tk2dUIDragItem does.

Another strange difference is that your script components in the editor do not expose the word "Script" in their name but whatever script I put on an GameObject, does! Why is that?

38
Support / Re: Broken font on 2.3.3's TextInput? Anyone else?
« on: January 27, 2014, 04:08:13 pm »
Let me give you more info on my setup so it might help:

Unity 4.3.2f1, OS X 10.9.1

Let me know whatever else you might want to know and I'll respond willingly.

39
Support / Re: TextInput bug?
« on: January 27, 2014, 04:07:01 pm »
Thanks man, you are a life saver.

40
Support / Re: Broken font on 2.3.3's TextInput? Anyone else?
« on: January 27, 2014, 03:54:38 pm »
Thanks, that did it. Please note that I tried a new Unity 4.3.2f1 project and imported tk2d and it still had the same bug.

41
Support / Re: TextInput bug?
« on: January 27, 2014, 03:43:19 pm »
Thanks, I attached another export to this post. I would appreciate it if you could take a look at it.

42
Support / Re: Broken font on 2.3.3's TextInput? Anyone else?
« on: January 27, 2014, 03:12:18 pm »
Yes that's exactly what happens. But I could not understand what you described to do.

Cheers.

43
Support / Re: TextInput bug?
« on: January 27, 2014, 03:10:00 pm »
Thanks for the quick reply. I've got the project, tk2d along with other assets from a client and doing work over it so I can't register. I thought exporting my scene would work as it has code that I used to set up my scene in it.

44
Support / TextInput bug?
« on: January 27, 2014, 02:15:18 pm »
Hi,

I put 11 TextInputs next to each other not using layouts or anything with 11 TextMeshes, and a button. Upon the load, in Awake, I set some values in those TextInputs via their Text property.

Problem is, some of TextInputs are acting strange and do not show the value in them and do not show anything at all. If you click/touch those, it shows the text input indicator and if you press left on keyboard, the number suddenly pops up.

You can download the scene here: https://www.dropbox.com/s/alrd05lufi0ybgd/tk2dbug.unitypackage
(I didn't include any tk2D code inside it)

45
Support / Broken font on 2.3.3's TextInput? Anyone else?
« on: January 27, 2014, 02:04:16 pm »
Hi,

I just upgraded to 2.3.3 just to realize that all the fonts' in TextInputs are broken. I think the material was set to an incorrect font but I changed it and didn't fix it.

Thanks.

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