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    ztracené heslo?
    BYDKUNITY 3D
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    ja si jen pamatuju, jak pridana polofunkcni podpora nintenda 3ds nekdy v 5.4 dokazala gui totalne zkurvit, pokud mel nekdo dva monitory... to bylo fakt mazany a uzasny :/
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    TOMAS3333: heh, netusim jak je na tom switch (nebyl na 5.6 jen experimentalne?), ale konzole (xbox a ps) byly na unity totalni peklo... naprosto totalne brutalne idiotske peklo, i na pomery unity :)
    TOMAS3333
    TOMAS3333 --- ---
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    TOMAS3333: na ktery platforme to bylo?

    ve srovnani s ofigo "gui" a vetsinou 3rd parties, co se to snazily resit, nez ve 4 prislo tohle, je to gui fakt zlaty ;)
    TOMAS3333
    TOMAS3333 --- ---
    SHIGORBIRDMAN: "I kdyz to UI uz mi prijde celkem v pohode"

    hlavne ked to nefunguje len na jednej zo styroch platforiem, kedy jeden canvas z nejakeho dovodu nezobrazi sprite, ktory je v hierarchi pod canvasom... len den som tym zabil minule, grrr. A aj tak neviem preco to nefungovalo, ale nastastie som tam ten canvas na danej platforme nepotreboval a mohol ho vypnut, cim sa to fixlo

    (ale ok, nech som fer, bolo to Unity 5.6. Stavim sa ale ze na novsich verziach by sa to rozbijalo zase niekde inde a inak)
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    pixelova velikost textury realna a velikost ve virtualnich pixelech v uiimage jsou dve naprosto rozdilne a v podsatte nesouvisejici veci
    SLASH
    SLASH --- ---
    JAACOB: este k tomu : "...jen 1px cernou texturu, takze to nebude zrat pamet a muze to mit treba kilometr...." ? Spravne to chapem tak ze ked ti ten 1x1px UIImage / RawImage zvacsim na cca 10000x10000 pixels (cez rectTransform.deltaSize napr) tak to bude GPU brat ako keby bol ln 1x1 pixel?
    Ako je to mozne?
    Myslel som ze to unity bude renderovat ako texturu v danej velkosti? A v tom pripade tam samozrejme platia obmedzenia pre maximalnu velkost textury pre OpenGL ES na mobiloch a tabletoch..
    (cize 2048x2048) alebo iPad3+ (4096x4096)

    jedine... zeby unity automaticky applikoval culling (cropping) na casti textury mimo screen ?
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    TIKVIK: "pady"? myslis ovladace?
    SHIGORBIRDMAN
    SHIGORBIRDMAN --- ---
    SLASH: good luck and have fun. prvni je unity potreba casto, to druhe prichazi taky casto, pokud je to sarkasticky mineno :D

    I kdyz to UI uz mi prijde celkem v pohode, v prvnich verzich a v nekterych krasnych updatech kde do toho nahazeli zabavne bugy to bylo horsi, ale aspon ze jsou k tomu zdrojaky a da se to opravit / zmodovat ;)
    SLASH
    SLASH --- ---
    JAACOB: GL&HF?
    JAACOB
    JAACOB --- ---
    SLASH: hele na UI nejsem uplne odbornik, nicmene muzes pouzit bud zase "cigansky" canvas scaler, takze vsechno pocitas v nejakem resizlem pseudo-viewportu pevne danych rozmeru, ale to znamena, ze budes it casto mazle nebo deformovane UI elementy (proste neudelas kolo a vsechny resolutions pasujes treba na HD rozliseni - cimz padem nekdo s ultrawidem je fest v prdeli), anebo si prostuduj vic koncept Unitackeho UI a pouzivej jejich buildin reseni pomoci ancoringu... GL&HF!
    TIKVIK
    TIKVIK --- ---
    Veliká prosba, nevím jak to, ale nevidím v Unity pady. Používám OVRCameraRig v rámci Oculus > VR assetu. Jse nováček, ale je možné, že by to byla i chyba Unity? Nebo to jen nastavuji špatně? PRosím moc prosím o radu.
    SLASH
    SLASH --- ---
    JAACOB: tak super myslim ze by to slo , celkom elegantny workaround... Zatial som nepouzil CavasGroup, takze aspon sa naucim nieco nove.. V mojom pripade to bude komplikovat fakt ze toto musi fungovat na vsetky mozne rozlisenia a odlisne aspect ratia... cize od retina 3x tabletov to starsie low res androidy, cize ta stredna diera moze mat 50px ake 600 pixels, ale da sa s tym pracovat. Vdaka za riesenie aj examples!
    SLASH
    SLASH --- ---
    JAACOB: super, diki moc , mrknem sa na to!
    JAACOB
    JAACOB --- ---
    A tady je demo, jestli je to to, cos chtel.. :)
    Unity WebGL Player | 2DMask
    http://jaacob.cekuj.net/FlashlightDemo/
    JAACOB
    JAACOB --- ---
    Hlavne ve finale tahas jenom "batery mask" UI elementem a cela screena pod tim zustrava v klidu, neresis zadne kouzla s reparentingem nebo tak...
    JAACOB
    JAACOB --- ---
    SLASH: Hele - moje ciganske reseni, ktere jsi sam hintoval, co jsem ti za pet minut spichul po praci:
    - Jestli to ma byt image overlay, ktery ztmavuje oblast bez baterky, tak nepotrebujes mit image a v nem diru, muze to byt malej image toho overlay - takze uprostred maly image, ktery simuluje baterku, kolem nej naathnute obrovske UI Image, do kterych flaknes jen 1px cernou texturu, takze to nebude zrat pamet a muze to mit treba kilometr...
    - Na celou tuhle "black night image" sestavu natahni CanvasGroup a alfou si upravuj intenzitu zatmeni.
    - Profit?

    Pribaluju example zdrojak.



    SLASH
    SLASH --- ---
    mam problem z maskovanim v Unity, dal som otazku v anglictine na Unity FB group, tak sa spytam aj tu, dufam ze nevadi ze v anglictine... :)

    Hello, fellow Unity Devs. Would someone know the answer to the following problem?

    I got an almost black (98% alpha) RawImage on the top of my 2D scene... just UI elements inside canvas. This black image is to simulate the night.

    Then I need to have a movable circular mask to simulate the flashlight... So my first problem is that mask needs to be inverted. I have solved that via custom package (mob-sakai/UnmaskForUGUI) .

    However; this only works if mask isn't moving. as soon as I start to move mask, my "night image" starts moving together with it, as unfortunately in Unity (for some unknown reason) MASKS needs to be PARENTS of masked object...

    as far as I know there's no way in unity to simply move parent object without moving the child as well.
    I can't reparent it as then the masking stops working.
    And because this is moved by the user's finger, I also can't offset the parent's movement in child by contra movement as it needs to be smooth looking on mobile devices.

    The only viable solution I can see would be to make the night sprite much bigger so even when moving mask you would never run out of canvas boundaries, but I don't like this solution as it forces me to create very large images that could have issues on high-resolution devices.

    Does anybody have ideas on how to solve this?
    SLASH
    SLASH --- ---
    JAACOB: sorry, nerozumiem tvojej otázke?
    BYDK
    BYDK --- ---
    Ahoj vsici. Pokud nekdo vyuzije. Nenasel jsem zatim jak dlouho je to aktivni.

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