So my team is working on an RPG, and we’d really like to use a circular-progress-bar for a certain GUI element. We decided to try and replicate the method used here:
http://answers.unity3d.com/questions/7449/creating-a-circular-progressbar-timer
I spent this morning attempting to do just that. However, my attempts at replicating it have all led to partial-transparency issues. Aftering banging my head against the wall for a while trying to figure out why theirs was working and mine was not, I noticed the link to the web player - so I followed it to see how their’s behaved in game. Turns out it wasn’t an issue with my elements, it’s an issue with alpha cutoff on my computer I suppose.
My teammate on a windows laptop sees the proper solid-green to solid-red interaction. I’m attaching a screenshot of what I see to this post.
Does anyone have a clue why that may be? Any suggestions on an alternative method to use to get around this issue perhaps?
Thanks in advance for any input/suggestions!
EDIT:
Edited to include GPU information from System Profiler
NVIDIA GeForce GT 330M:
Chipset Model: NVIDIA GeForce GT 330M
Type: GPU
Bus: PCIe
PCIe Lane Width: x16
VRAM (Total): 256 MB
Vendor: NVIDIA (0x10de)
Device ID: 0x0a29
Revision ID: 0x00a2
ROM Revision: 3560
gMux Version: 1.9.21
