Author Topic: Dynamic Fonts v2.6.0  (Read 24552 times)

realblues

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Re: Dynamic Fonts v2.6.0
« Reply #45 on: May 06, 2013, 02:12:06 AM »
Dynamic font only changes the visualization of the font, so if input doesn't work with it for some reason, chances are standard font won't work either. Does it? Make sure the TTF you chosen actually has the glyphs. Most fonts don't have asian glyphs in them.

Well, I'm using Korean Font. It has English, Korean Glyph and Tested following:

1. Typing English in UILabel from Inspector (Editor, Play Mode) => OK

2. Typing English in UILabel inside UIInput from Inspector (Editor, PlayMode) =>OK

3. Typing English in UIInput (PlayMode) => OK

4. Typing Korean in UILabel from Inspector (Editor, Play Mode) => OK

5. Typing Korean in UILabel inside UIInput from Inspector(Editor, PlayMode) => OK
 
6.Typing Korean in UIInput ( PlayMode) => Fail

Fail Means, any Charactor added nothing. 

UILabel works fine every situation.  May be font looks not problem..

Kingtem

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Re: Dynamic Fonts v2.6.0
« Reply #46 on: May 08, 2013, 06:49:01 AM »
Well, I'm using Korean Font. It has English, Korean Glyph and Tested following:

1. Typing English in UILabel from Inspector (Editor, Play Mode) => OK

2. Typing English in UILabel inside UIInput from Inspector (Editor, PlayMode) =>OK

3. Typing English in UIInput (PlayMode) => OK

4. Typing Korean in UILabel from Inspector (Editor, Play Mode) => OK

5. Typing Korean in UILabel inside UIInput from Inspector(Editor, PlayMode) => OK
 
6.Typing Korean in UIInput ( PlayMode) => Fail

Fail Means, any Charactor added nothing. 

UILabel works fine every situation.  May be font looks not problem..

I've got the same problem. Can not input any unicode character from UIInput, but the UILabel seems work! And I test it with Unity "GUI", it can handle the case. For now, its very important for me. Aren, I need your help.  :o

ArenMook

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Re: Dynamic Fonts v2.6.0
« Reply #47 on: May 08, 2013, 05:29:32 PM »
Does Unity actually send the data in Input.inputString? If it doesn't, there is nothing I can do.

Kingtem

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Re: Dynamic Fonts v2.6.0
« Reply #48 on: May 09, 2013, 07:47:19 AM »
Does Unity actually send the data in Input.inputString? If it doesn't, there is nothing I can do.

Yeah, sure Unity could send data in it. And I found a strange thing: When I create a new project and inport NGUI 2.6.1d, then build an "exe" or Adroid app, both of them can input unicode, but for a previous project, even i replace the old NGUI, which still not work and just stop the application.

Arsmarin

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Re: Dynamic Fonts v2.6.0
« Reply #49 on: June 27, 2013, 11:48:44 AM »
I am using NGUI 2.6.3, but this problem still remains.
I've created 2 UILabel's, sharing the same Dynamic font. Before start, first label contains some text, so that Font texture is almost full.
In real-time, on button click, I sets the text of the second UILabel, so that the font texture is forced to rebuild.
First label is blinking on button click.

Nicki

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Re: Dynamic Fonts v2.6.0
« Reply #50 on: June 27, 2013, 05:39:00 PM »
Sounds like it's using an update cycle to complete it - or maybe to complete it and draw. Try sending the good old Refresh() or BroadcastMessage("CreatePanel") on the panel if the label that draws the label to see if that takes away the blink.

Arsmarin

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Re: Dynamic Fonts v2.6.0
« Reply #51 on: June 28, 2013, 11:34:54 AM »
I've added mPanel.Refresh() to UILabel.text setter and it works fine.

dkozlovtsev

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Re: Dynamic Fonts v2.6.0
« Reply #52 on: August 15, 2013, 11:28:35 AM »
This solution is not really good as it introduces uneeded mPanel.Refresh every time label text is changed, it is rather time consuming operation and in case of widget text changing every frame(for example timer in ms or something like this) causes considerable fps drop. Are there any better solutions for example is it possible to determine if texture actually got resized before calling mPanel.Refresh?