Why are you creating a game object and putting UIFont on it? Use the Font Maker.In the Font Maker I just see texture font option. Asking for Font Data (.txt) and the Texture.
What package? Pro doesn't come in package form. Pull the latest changes from the repository.I got the zip file (ArenMook-ngui-b03b43981ccb.zip) from the repository last Saturday.
- FIX: Font Maker now supports creation of dynamic fonts.
Disappearing is likely Z-related. Keep in mind dynamic fonts are drawn using a separate draw call, so they have to be moved in front of your UI by adjusting Z (negative).But it was working with the "old" dynamic font version, now it doesn't. How different they are?
Corrupt font? Need repro steps for that.There's not to many steps, it happens all the time navigating between menu.
\n in the text area -- why have it there? Just press Enter to create a new line.Because I test the localized text there, then just copy/paste to my .txt file. But I don't really need this, but the things above are important.
Corrupt font? Need repro steps for that.Observed that issue in our projects. It happens if dynamic font texture expands in Unity scene that have been already constructed(for example, some UILabel text changed from an Update() to string that contains new characters).
...I created 2 dynamic fonts...
I'll release 2.6.0 when issues get ironed out.Thanks, i will be waiting for it.
added a script to them that changes the text in Start() function to something that doesn't exist in the font yetAnd please note that expanding of font texture at Start doesn't corrupt labels. You need to add symbols from Update() to reproduce the issue.
...again works fine.
Did the font atlas expanded after characters adding? The issue happens ONLY if new characters doesn't fit current atlas size and force the font texture size to increasehow do you have an atlas?
how do you have an atlas?
By atlas I mean dynamic font texture which contains characters.Ouhh, ok.
Careful posting example scenes. If you post an example, make sure NGUI source isn't a part of it.
@maoguo.zhang: Why not? You can change it on the UIFont prefab.
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..
Does Unity actually send the data in Input.inputString? If it doesn't, there is nothing I can do.