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Ngui texture

Ngui texture

Name: Ngui texture

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20 Nov UITexture is the most basic drawable component in NGUI. It inherits all the functionality of the UIWidget, and adds a visible component -- a. If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture. Keep in mind though that this will create an extra draw call with. 6 Feb Hey I am new to NGUI and Texture atlases I created a texture atlas/ material/ prefab. But can someone gimme an example of how to draw a.

Since the Raw Image does not require a sprite texture, you can use it to Add " Ngui Unity2d Sprite" component instead of UiTexture to your. Looks like you are trying to overcomplicate this a little and you are unloading resources from the memory completely. You should simply destroy parent. You don't really need to do this manually. The approach depends a bit on the scenario you have. If you want to play an animation once or in a.

Atlas3D gives you only 1 DRAWCALL with textured & lightmapped meshes in Unity Now you can: TEXTURE your meshes with NGUI* Sprite Atlas - modify. There are a few values that are crucial to multi-camera rendering in Unity: the culling mask, the clear flags, and the depth value. All three are. Adding large textures such as backgrounds to the atlas isn't a good idea; you'll waste space on your atlas and won't gain performance since backgrounds aren't. 11 Jan - 11 min - Uploaded by Marc W. Create a Altas Texture by using a free tool Start from NGUI Atlas example Update Atlas Prefab. Hi I have a Texture 2D inside a NGUI panel object that I need to mask. And then dynamically move so that more of the texture is revealed. I've.

I'm using NGUI for my UI in a game that I'm buidling in Unity3D; I'm new to Unity3D. Currently, all my textures are packed into a giant sheet of texture atlas. 15 Sep The shader he used for the masking was obtained at floristmawar.com masking-textures-using-shaders-ngui/ who based the shader. 28 Sep Basically, on most Android devices, default configuration of NGUI Also, remember to set the NGUI Atlas's texture compression format to. However, on iOS all of my button/label textures come up black. for me was simply forcing Unity to include the shaders provided by NGUI.

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