I don't work at Unity anymore, I left at the end of November to pursue my own interests.I really wish you all the best with this!
I'd recommend doing a repro case without NGUI in it though. When Unity guys see "NGUI", or some other plugin, they just usually blame the plugin.I can't reproduce this without NGUI present... I have spent a considerable amount of time trying. When the scroll bar is present it breaks, when its not, it works fine...
are the fonts installed on all machines?In my case the fonts do happen to be installed.
"Installed"? The TrueType font should be a part of your project.Just in case that question was directed at me:
I only have the font installed for work in Photoshop. I would expect the Unity asset importer pipeline to deal with the font.The font must be in your Assets folder. That's the only way it's ever going to work. If it's not there, then there isn't going to be any .meta file alongside it. No meta file means it won't be stored in the repository. Not being stored in the repository means no references to keep.
The font must be in your Assets folder. That's the only way it's ever going to work. If it's not there, then there isn't going to be any .meta file alongside it. No meta file means it won't be stored in the repository. Not being stored in the repository means no references to keep.As you will see in the video and the demonstration projects which I have sent you, the font assets are in the project folder. I also have them installed into the Fonts folder on Windows and Mac for use in Photoshop :)
SetDirty should be there. I'm not sure if it was you I emailed back or not, but the root of the issue seems to be the fact that Unity executes OnValidate function in scripts on prefabs, even if prefabs are not instantiated, or selected. 3.0.9 f3 should have this resolved by exiting out of OnValidates early if the game object is disabled.Yes, it was me you e-mailed!