NGUI Problem on WP8

Hi everyone,

Our unity game’s UI is implemented with NGUI. When we are publishing to WP8 platform, some UIs get disappear now and then. It seems unity can’t load the atlas files, for we simulate this situation in editor by remove some atlas file which result in the same situation. On other platform (iOS and Android) every UI is OK.

I have to say this is a hard problem for which our engineers have worked for long time.

Unity Version 4.3.3
NGUI Version 2.6

Any help or hint is appreciated.

Hi, I have the same problem. Did you get a solution?

Upgrade to NGUI 3.4.x, lots of Windows Store/Windows phone stuff was fixed. 2.6 is a very old version of NGUI and will cause lots of problems.
The NGUI upgrade is free if you have an existing NGUI license.

I also stumbled upon the same Problem but the Upgrade from NGUI is not possible at the moment, therefore is there any tip or hotfix for the Problem of vanishing Atlases?

I had the same problem.

Try reduce all your atlas to < 2048px and it should work.

I had 1 4096 atlas and I reduced it to 2 diff 2048 atlases, and it seems to work now

Our project doesn’t contain any atlas with size > 1024px, therefore this wouldn’t help for our case but thanks for the quick reply. Could it probably be a problem with the amount of atlases we use? Because we use a lot.

Is there anything suspicious in the player log when you build using debug configuration?

Nope. Only the unload unused Assets warnings on Scene Loading, which are caused by our asset caching.

Could you check whether the same thing happens for Windows Store Apps?

Also, is it consistent which atlases do not work?

well i’m too experiencing that, and it also making my game failed to load (just reach unity logo and close the app) i suppose it because our ngui version to old and also after looking into editor log i seeing a lot of warning in ngui script

here it is, maybe we should use the latest one or hoping tomorrow unity will release version 4.6 with better gui

and i think it only happen in low memory devices like lumia 520 since i got 2 lumia devices, 520 and 820, in 820 it run well, all ngui element appear what i do right now until version 4.6 released or until i saved enough money to buy ngui (im using free one ahahhaa) i will just restrict people from downloading game from 512mb devices so reduce bad review ahhahaha

I had the same problem. I changed the texture format for the atlas and it was visible. Whatever format I had it in for iOS/Android, it was invisible on WP8.

Yes, the issue always happens with the same atlases. Unfortunatelly I can not easily check if this also happens when running as a windows store app.

After a lot of testing and investigation we found a solution. It’s not pretty but it works!
You have to create a new Atlas from scratch, you can use the same 2D Elements. And then insert the new Atlas prefab to all the widgets that uses that Atlas. Lucky for us it didn’t happen on our small icons but a few levelcards and a font that wasn’t used often. Good luck!

NGUI 3.6+
Unity 4.3

Are you sure it wasn’t just the texture compression format chosen? I swear, my gui was invisible, and I changed the texture compression format for the atlas and it was visible and worked fine again…

I have 4 to 6 atlases in game and every time some random atlas fails to load. This happens often while switching the scenes. same build on iOS and Android works just fine. This issue is real bad as i cant see any UI Elements most of the time. I tried re creating the atlases and it didn help.

What texture compression format are you using for the atlases? What size are they?

Tried both Uncompressed and DXT5 compression.

4 months have passed and we still haven’t received a bug report on this… We can’t really fix what we cannot reproduce. So please, report a bug with a repro attached and we’ll be able to take a look.

It seems that the issue happens when you have 2 atlases being drawn in the same scene with elements having different depths. Some elements from one atlas gets drawn behind the elements of the other atlas despite of them having a bigger depth value. You can se they are being drawn by disabling the elements that are in front of them.