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Circular Progress Bar iOS Issue with value 0.0f

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Hi, I want a circular progress bar in my app and found an example that uses shader (Transparent->Cutoff->VertexLit). Thanks to the post [http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html][1] . This runs fine on Android devices but not on iOS devices. I have even tried on iOS 7 iPad Mini. When we set "_cutoff" value to 0 to show full circle but what the result come up is just a square instead of full circle. renderer.material.SetFloat("_Cutoff", 0.0f); Below is the image having both expected result and the result what I get when giving value 0.0f (any iOS device). ![alt text][2] I have event tried values like 0.01 but no help. I have tried different mash filter, like Quad, Cube. This is the source image I am using. Texture -> Advanced Alpha is Transparent = true Wrap Mode = Clamp Filter Mode = Trilinear Aniso Level = 1 Max Size = 1024 Format = ARGB 32 bit. No Compression Used. In Mesh Renderer, Cast Shadows and Receive Shadows are true. In XCode also I turned off image compression. ![alt text][3] Thanks [1]: http://answers.unity3d.com/questions/14770/creating-a-circular-progressbar-timer.html [2]: /storage/temp/25609-image1.jpg [3]: /storage/temp/25610-black_circle_gradienti.png

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