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Messages - glueng

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1
NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: April 29, 2013, 07:43:40 AM »
how do you have an atlas?

By atlas I mean dynamic font texture which contains characters.

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NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: April 29, 2013, 07:07:50 AM »
...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 increase

3
NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: April 26, 2013, 04:49:05 AM »
added a script to them that changes the text in Start() function to something that doesn't exist in the font yet
And please note that expanding of font texture at Start doesn't corrupt labels. You need to add symbols from Update() to reproduce the issue.

4
NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: April 26, 2013, 03:26:18 AM »
...I created 2 dynamic fonts...

You need to use one dynamic font, the same for both labels.

5
NGUI 3 Support / Re: Dynamic Fonts v2.6.0
« on: April 25, 2013, 10:47:28 AM »
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).

STR:

-create UI with 2 UILabel's that share one dynamic font. Make characters size large enough so font texture will expand if characters amount in the scene would increase.
-run the scene
-start typing different characters in the first label until font texture expands
result: the first label is ok, but the second one is corrupted

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