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Frozen UI for NGUI

Discussion in 'Assets and Asset Store' started by EvilSystem, May 8, 2014.

  1. EvilSystem

    EvilSystem

    Joined:
    May 20, 2013
    Posts:
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    FrozenUI is a top quality User Interface made to meet almost every game project needs, the interface contains elements for MMORPG, MOBA, Strategy and Mobile Games.

    * Requires NGUI 3.5.0 or later!


    THE PRODUCT FEATURES:
    • More than 80 Elements
    • The complete Photoshop .psd file
    • Organized group/layered .PSD
    • All fonts included
    • Custom Drop Down Field script
    • Custom Slot System
    • Single Atlas


    Find it in the Asset Store

    LIVE PREVIEW

    CLICK HERE FOR FULL IMAGE PREVIEW








    Asset Store Profile | Portfolio | Facebook Page | Twitter



    Contact me if you need any assistance or have a question.
    Contacts - evilsystem@duloclan.com / contact.evil@duloclan.com

    Regards, Evil!
     
    Last edited: May 9, 2014
  2. AaronVictoria

    AaronVictoria

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    Excellent work as always Evil, can't wait to show off your latest work on Legends of Etherell!
     
  3. EvilSystem

    EvilSystem

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    May 20, 2013
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    Thank you :)
     
    BHS likes this.
  4. Niklas-Persson895

    Niklas-Persson895

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    Hello.

    I just purchased your ui Frozen and have a fresh install of unity pro with the latest ngui,

    if i start an empty project and i get the following error:

    Assets/Frozen/Scripts/UI/UIButtonExtended.cs(26,33): error CS0507: `UIButtonExtended.SetState(UIButtonColor.State, bool)': cannot change access modifiers when overriding `public' inherited member `UIButton.SetState(UIButtonColor.State, bool)'

    i am not a very good coder myself so i just think i must have missed some settings or watever!

    Regards /Niklas
     
  5. ChoMPi

    ChoMPi

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    Basically the error states that there is a difference in the access modifier of that method, so to quickly resolve it go to the base class of UIButtonExtended which is UIButton and find the SetState method, there you should see the access modifier at the very beginning of the line than just make the method in the UIButtonExtended the same access level as the method in the base...

    But if you wanna skip the learning curve, just replace the keyword "protected" with "public" at line 26.

    Hope that helps.
     
    Last edited: May 9, 2014
  6. Niklas-Persson895

    Niklas-Persson895

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    It sure did help, Thanks!

    Now im just thinking if theres a reason to why it was set to protected?
    Maby i should change the methods acces that it is trying to overide instead?
    Anyway ill keep them public for now, however three new error messages appear

    Code (csharp):
    1. Assets/Frozen/Scripts/UI/UITableExtended.cs(44,35): error CS0103: The name `SortByName' does not exist in the current context
    2.  
    3. (Filename: Assets/Frozen/Scripts/UI/UITableExtended.cs Line: 44)
    4.  
    5. Assets/Frozen/Scripts/UI/UITableExtended.cs(44,30): error CS1502: The best overloaded method match for `System.Collections.Generic.List<UnityEngine.Transform>.Sort(System.Collections.Generic.IComparer<UnityEngine.Transform>)' has some invalid arguments
    6.  
    7. (Filename: Assets/Frozen/Scripts/UI/UITableExtended.cs Line: 44)
    8.  
    9. Assets/Frozen/Scripts/UI/UITableExtended.cs(44,30): error CS1503: Argument `#1' cannot convert `object' expression to type `System.Collections.Generic.IComparer<UnityEngine.Transform>'
    10.  
    11. (Filename: Assets/Frozen/Scripts/UI/UITableExtended.cs Line: 44)

    My thoughts are that the method SortByName does not exist in that class, it does appear in the UIGrid class ( UIGrid.SortByName ) wich inturn seems to reside in UITable (The class UITableExtended derives from).

    since coding is not my strong part im a bit confused :p
    If i "hack" the problem and set SortByDepth only all three errors disapear.

    Lastly i get this shader problem aswell:
    Code (csharp):
    1. NullReferenceException
    2. UnityEngine.Material..ctor (UnityEngine.Shader shader) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/ShaderBindings.cs:148)
    3. UIDrawCall.CreateMaterial () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:294)
    4. UIDrawCall.RebuildMaterial () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:316)
    5. UIDrawCall.UpdateMaterials () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:336)
    6. UIDrawCall.UpdateGeometry () (at Assets/NGUI/Scripts/Internal/UIDrawCall.cs:474)
    7. UIPanel.FillAllDrawCalls () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1199)
    8. UIPanel.UpdateSelf () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1138)
    9. UIPanel.LateUpdate () (at Assets/NGUI/Scripts/UI/UIPanel.cs:1092)
    Now this i have no clue watsoever what to do about!?
     
  7. ChoMPi

    ChoMPi

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    The shader problem is because the demonstration scene uses a scroll view with alpha clip to contain all the elements and at early version of NGUI that was not a problem but now it is, so change the clipping of the scroll view panel or completely remove the scroll view because you'll get bad performance because there are child panels within... If you can check out your inbox i can send you the updated package to skip all these details...

    We are sorry for the inconvenience caused, and we're already submitting an update to the asset store but it takes time to get approved.
     
    Last edited: May 9, 2014
  8. Niklas-Persson895

    Niklas-Persson895

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    Jul 10, 2012
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    Yes i would like a link in my inbox please ;) allready sendt you a PM about it!

    Thanks again for all the help, Love the assets!

    Regards Niklas
     
  9. EvilSystem

    EvilSystem

    Joined:
    May 20, 2013
    Posts:
    15
    Version 2.1 Changes:

    - Updated FrozenUI_OnOffSwitch inspector script.
    - Updated UIImageCheckbox inspector script.
    - Updated UIImageThumb inspector script.
    - Updated UIInputFocus inspector script.
    - UIWindow hotfixes.
    - Fixed small issue with the FixWidgetDepth script.
    - Added contidion option on UITable_ItemMargin.
    - Improved Icon Slots, alot of small issues.
    - Improved Tooltip, now properly gets top-most depth.
    - Improved Window Pagination, now uses a transform instead of array.
    - Added UIWindow class.
    - Improved window background.
    - Added window drag handle.
    - Split the UI on couple of scenes.
    - Fixed UISelectField background sizing.

    (Pending Review)
     
  10. gman

    gman

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    Jul 5, 2012
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    very nice looking UI. any chance this may be released for DFGUI in the future?
     
  11. ChoMPi

    ChoMPi

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    Yes, we'll make it for DFGUI in the future.
     
  12. Hesham

    Hesham

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    May 29, 2008
    Posts:
    147
    Getting the following error - Unity 4.5 and latest NGUI :

    Code (csharp):
    1. Assets/Frozen/Scripts/UI/UISelectField.cs(670,37): error CS0029: Cannot implicitly convert type `void' to `UnityEngine.BoxCollider'
    2.  
     
  13. Hesham

    Hesham

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    May 29, 2008
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    Got some time to dig around a little it seems that NGUITools.AddWidgetCollider no longer returns a box collider. My fix was to do this:

    Line 670 UISelectField.cs
    Code (csharp):
    1.  
    2. NGUITools.AddWidgetCollider(label.gameObject);
    3. BoxCollider bc = label.gameObject.GetComponent<BoxCollider>();
    4.  
     
  14. ChoMPi

    ChoMPi

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    Thanks for sharing Hesham that's a perfect solution.
     
  15. Wylaryzel

    Wylaryzel

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    As i were reading that a dfgui versio is planned... any eta on that version and will it be an seperate package or will it be included in the ngui package
     
  16. sandboxgod

    sandboxgod

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    Sep 27, 2013
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    Oh wow that looks so good....

    Any plan to port to Daikon Forge?

    Ok awesome! Within the next month? Is there a time frame?
     
  17. Lypheus

    Lypheus

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    Apr 16, 2010
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    Evil - are you planning on support for the new gui (4.6 / 5.0 ) or will you be creating a new package? Meaning, if I was to purchase this now and be looking to use the new gui when it's released, would I be covered still?
     
  18. FlyingRobot

    FlyingRobot

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    May 5, 2012
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    Hi Evil,

    I have a question before I purchase this. Is the frozen ice elements in a different layer of the psd? I need to remove those from everywhere. I can do that just by switching that layer off?
     
  19. EvilSystem

    EvilSystem

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    May 20, 2013
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    Yes, all of the interfaces gonna be done for new Unity GUI system. But they will be separate assets.(Sorry for late reply!)


    Yes you can turn off icicles easy, They are grouped in the .psd file, also you can do it directly in NGUI.

    Regards!
     
  20. FlyingRobot

    FlyingRobot

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    Nice, thanks.
     
  21. SoftwareLogicAU

    SoftwareLogicAU

    Joined:
    Mar 30, 2014
    Posts:
    34
    Hi Evil,

    I just updated to the latest version of NGUI and it looks like it breaks the FrozenUI scripts?!

    I am getting the following errors now:
    Frozen/Scripts/UI/UITableExtended.cs(66/77): The name 'mChildren' does not exist in the current context
    Frozen/Scripts/UI/UITableExtended.cs(67/38): The name 'children' does not exist in the current context

    I have updated Frozen too, but all it had that was new was the PSD file.

    It looks like the new NGUI removed the creation of mChildren and children so there is no longer anything there to reference... I have had to revert NGUI back to the previous version pending a fix with FrozenUI.

    Can you please check to see if you have this error with the latest NGUI?

    Thanks.
     
    Last edited: Aug 12, 2014
  22. peter_on

    peter_on

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    Jan 8, 2009
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    Considering getting this asset. checking if it's compatible with latest NGUI v3.7.2 ?
     
  23. tolgamyth

    tolgamyth

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    Jan 14, 2014
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    yes we are waiting for fix of ngui 3.7.2 or 3.7.3 support..
     
  24. ChoMPi

    ChoMPi

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    Jul 11, 2013
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    Version 2.5:
    - NGUI 3.7.4 compatible.
    - Fixed icon slots drag and drop functionallity.

    Version 2.4:
    - Hotfix for NGUI v3.6.9.
    - Updated all fonts for better quality.

    Version 2.3:
    - Fixed UIWindow not hooking the EventListener for the focus on press.
    - Fixed UIWindow auto IDing.

    Version 2.2:
    - Fixed UISelectField bug introduced in NGUI 3.6.1C.
     
  25. GeorgeK7

    GeorgeK7

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    Oct 29, 2014
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    I have this error Assets/Frozen/Scripts/UI/UISelectField.cs(670,37): error CS0029: Cannot implicitly convert type `void' to `UnityEngine.BoxCollider' please how to fix it?? m not a programmer
     
  26. JonnyDoeInWisco

    JonnyDoeInWisco

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    Jun 2, 2014
    Posts:
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    I'm getting this same error CS0029 happening with a fresh install of the latest Unity using Frozen UI v2.1. It looks like this error has been corrected from a previous version, but now maybe Unity 4.6 is causing an error?
     
  27. ChoMPi

    ChoMPi

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    There are some issues with the package, we're going to be updating it in the next few days.
     
  28. DirtyHippy

    DirtyHippy

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    Jul 17, 2012
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    I am using deferred/dx11/linear lighting NGui 3.7.7, and on import into my project all of the sprites were washed out (but the atlases were fine).

    I had to change the following line in the unlit premultiplied colored to get this to work (although the fonts dont seem to work after this):

    half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
    return col;

    to

    half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
    col.rgb = pow(col.rgb,2.2); // This is the gamma correction
    return col;

    But it fixes the washed out sprites which was my largest issue.

    Any idea why this is happening? My other atlases / existing UI is fine and do not have this problem.
     
  29. jGate99

    jGate99

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    Oct 22, 2013
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    @EvilSystem
    Does this GUI also provide a List Control using UIWrapContent?
    If so, then you get a new client.