Recently we began to make an iOS game which we need multi resolution for retina and normal.
UISprite has no problem with atlas reference. The problem comes down on UIFont.(Version 3.0.5)
I made two Dynamic Font(eg. size 16 and size 32 for retina) prefab, and made a reference UIFont prefab which I control by myself in runtime to switch between 16 size and 32 size UIFont.
But the new schema seems to put ttf file into UILabel's inspector directly while using dynamic font, instead of a UIFont prefab.
And when font type is bitmap, I drag my reference UIFont into inspector and nothing happens.
I know I can add a script for each UILabel component to change its font size at runtime or change them all on scene start.
But is there a way to use dynamic font reference? I think this is the most effective way for font size switch. Thanks!
ps. Thanks for mention me in UIFont.cs, very happy when I saw my ID, lol.