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Messages - etoreo

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1
Add-ons and Extensions / Re: New Run-Time Graphing Plugin for 2dTK - NGraph
« on: December 17, 2014, 07:45:54 pm »
Graph Master 2.0.0 has been released!
Most notable in this release is support for the new Unity GUI in 4.6.

[NEW] Renamed asset to "Graph Master".
[NEW] uGUI Supported!  The new native Unity 4.6 GUI is now supported out-of-the-box.
[NEW] All margins (bottom, left, top, and right) are now configurable in size.
[FIX] Some components of the graph would draw in the wrong order after a re-size or other change in properties. Drawing order is now preserved.
[FIX] Reveal option on plots now finish correctly and show entire plot.
[FIX] Markers now behave correctly with reveal option.
[UPDATE] Width and Height options now available in the creation dialog.
[CHECK] NGUI v3.7.5 confirmed to work with this release.
[CHECK] Daikon Forge v1.0.16 hf1 confirmed to work with this release.
[CHECK] 2D Toolkit v2.5 confirmed to work with this release.
[NOTE] This will the the last update with Daikon Forge support.  The Daikon Forge team has been discontinued their asset, so we will no longer support it.

The asset can be found here:
http://u3d.as/5QL

2
Version 1.3.0 is out with Grid Lines support!
---1.3.0---
[NEW] Grid lines!  You can now effect grid lines via the custom Inspector or programatically.
      Options exist for:
      - Grid line separation (in both the x and y directions)
      - Grid line thickness
      - Grid line color

3
Bug fix update now available on the Asset Store!
http://u3d.as/5QL

[FIX] NGUI v3.5.3 compatibility fixes.
[FIX] When Window size changes, graphs now behave correctly.

4
Add-ons and Extensions / Re: New Run-Time Graphing Plugin for 2dTK - NGraph
« on: February 20, 2014, 10:59:37 pm »
I have updated the asset to support data labels!  These labels will draw at the correct spot on the graph and includes a callback so that you can make any final changes to the label style.
[FIX] Daikon Forge callbacks now use correct types in callbacks.
[FIX] Daikon Forge panels that have their enabled or visible property set will now correctly affect the graph.
[NEW] Data labels can now be added to any series using “addDataLabel(…)”

The asset can be found here:
http://u3d.as/5QL

5
Add-ons and Extensions / New Run-Time Graphing Plugin for 2dTK - NGraph
« on: February 05, 2014, 02:32:50 am »
Hello everyone.  This is a shameless plug for a plugin I released to the Asset Store.  It allows you to put dynamic graphs right into your game.  It gives an API to dynamically change the data, colors, styles, etc, etc.  I'm sure you won't lack for options with the amount of configurability this plugin gives you.

Asset Store: http://u3d.as/5QL
Documentation: http://www.niugnepsoftware.com/ngraph

Let me know if you want any more information and I am always interested in making it a better product if you have input,
~Eric

New in Version 1.3.0:
[NEW] Grid lines!  You can now effect grid lines via the custom Inspector or programatically.
      Options exist for:
      - Grid line separation (in both the x and y directions)
      - Grid line thickness
      - Grid line color

New in Version 1.2.0:
[FIX] Plots now constrained to plot area (values lower and higher than the plot area will not draw).
[NEW] Equations!!! An Equation Plot type has been added.  Most functions are sported - sin, cos, tan, log, ln, PI, E, etc.
[NEW] 2D Tool Kit GUI system support.
[NEW] Reveal speed added.
[NEW] 2DTK, NGUI and Daikon Forge graph types all have sported editor customizations - this makes it much easier to change the look and feel of the graph from the editor.



6
Support / Re: addComponent<TextMesh>() doesn't render text
« on: January 30, 2014, 10:45:33 pm »
Thanks for the tips, I am sure this will get me where I need to go.

7
Support / Re: addComponent<TextMesh>() doesn't render text
« on: January 30, 2014, 05:46:00 pm »
The font is probably my problem, thanks.  How can I get a font dynamically in my code?  I don't see a directory of available fonts.

On a related note, how might I show an tk2dFont selector in a custom Unity Editor Window?  I need something to the tune of EditorGUILayout.ObjectField so I can create my text from a wizard I am making.

Thanks a bunch!

8
Support / addComponent<TextMesh>() doesn't render text
« on: January 30, 2014, 09:37:10 am »
I am dynamically creating a Game Object and calling addComponent<tk2dTextMesh>() on it.... but it doesn't draw.  Inspecting it there doesn't seem to be a MeshFilter on the object - and when I manually change any value on the tk2dTextMesh object, the MeshFilter populates and the text is drawn.  I have called Commit() on the tk2dTextMesh object after creating it and it still won't draw.

Any advice?

9
Support / Re: Crash on set color on iOS
« on: September 19, 2012, 07:55:50 am »
I have a work around that will be ok for me - I don't allow the color to be set when the program wakes up.  I wait till the sprite will be shown on the screen (it's a menu system) to color it.  The bug is still there on Awake, but I have worked around it.

10
Support / Crash on set color on iOS
« on: September 19, 2012, 06:22:19 am »
I have this code to change the color of a white sprite that works in the Unity debug player and Windows player:
Code: [Select]
   void redrawTank()
   {
      if(mTankConfiguration == null)
         return;
     
      TankScript pTankScript = mTank.GetComponent<TankScript>();
      if(pTankScript == null)
         return;
      pTankScript.Configureation = mTankConfiguration;
     
      float percentSpeed = (pTankScript.Configureation.getSpeed() - TankConfigureation.MIN_SPEED) / (TankConfigureation.TOP_SPEED - TankConfigureation.MIN_SPEED);
      if(SpeedSprite == null || percentSpeed > 1.0f || percentSpeed < 0.0f)
         return;
     
      tk2dSprite pSprite = SpeedSprite.GetComponent<tk2dSprite>();
      if(pSprite == null)
         return;
     
      Color pColor = pSprite.color;
      pColor.b = 0.0f;
      pColor.g = percentSpeed;
      pColor.r = 1.0f - percentSpeed;
      pSprite.color = pColor;
   }

On the very last line of that function, it crashes on iOS devices.  I have tried everything I can think of and I do nearly the exact same thing in other places in my code, but this is the only place it crashes and I can't figure out how to make it play nice on iOS.  The stack trace is given in the image attached.

Any thoughts?

11
Support / Re: .color not responding like it should?
« on: June 05, 2012, 12:57:24 am »
And back to feeling stupid.  Thanks for the help.

12
Support / .color not responding like it should?
« on: May 27, 2012, 07:24:04 am »
I am trying to set the color of a white sprite.  It should be a smooth transition from green to red and back again, but when I run it, it only has 3 solid colors: green, yellow, and red.  No colors in between - even though the values I am setting should give a smooth transition.  Am I doing something wrong?  The value os percent and colorPercent of the following code are correct when I debug it.

Code: [Select]
      // Change the color based on health
      float percent = mHeath / mMaxHealth;
      float colorPercent = percent * 255.0f;
      Color pColor = mHealthSprite.GetComponent<tk2dSprite>().color;
      pColor.b = 0.0f;
      pColor.g = colorPercent;
      pColor.r = 255.0f - colorPercent;
      mHealthSprite.GetComponent<tk2dSprite>().color = pColor;

13
Support / Re: Checkbox "button" and other GUI elements
« on: May 05, 2012, 08:42:43 pm »
I understand where you are coming from on all accounts.  I am almost done with a "hacky" implementation of the checkbox "button".  Is there a place I could post it to give other people access to it?  I understand you are running a business, and you might not want to allow things like that on our own site.

14
Support / Checkbox "button" and other GUI elements
« on: May 05, 2012, 07:46:49 pm »
It would be nice if a Check Box button was available.  It would need to take the same parameters as Button, but also have a "check" texture and an offset on where to place that texture.

I would also be nice if buttons could be disabled and have a disabled texture parameter available.

15
Support / Re: tk2dCamera Preview does not match game view
« on: May 04, 2012, 07:30:33 pm »
Thanks for the reply on this.  I would be interested in any updates you get from Unity.

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