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Messages - thefudster

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NGUI 3 Support / Re: Font Maker needs FreeType64.dylib on Mac
« on: July 17, 2015, 04:55:21 AM »
I noticed it's been a few months and the FreeType64.dylib is still missing.

X11 comes with a copy of the freetype lib so I thought I'd grab that check to see if it is 64.

On OSX you can use the file command to get the architecture of a library file so I checked it and got the following info:
$ file ./FreeType64.dylib
./FreeType64.dylib: Mach-O universal binary with 2 architectures
./FreeType64.dylib (for architecture i386):   Mach-O dynamically linked shared library i386
./FreeType64.dylib (for architecture x86_64):   Mach-O 64-bit dynamically linked shared library x86_64

Sure enough it contains both 32-bit and 64-bit architectures.

So I installed it into the NGUI directory and copied it to the location the FontMaker wanted it installed to and sure enough Unity crashed.

Any idea what the problem is? I've clearly got a copy of the 64-bit library but the crash remains.

Btw, just now I checked the FreeType.dylib that is included with NGUI and it ALSO has the 64-bit architecture included.


2
NGUI 3 Support / UI2DSprite Pivot
« on: November 09, 2014, 11:36:16 PM »
I was a bit disappointed today to find that UI2DSprite doesn't seem to use the pivot that you can set in Unity's sprite editor.

I have a large number of character sprites which I need to display with the center of their face in the middle of the screen. Some of them are doing cute things like standing on their heads so the pivot point would be different in almost every image even though they are all the same size. Setting the pivot in the sprite import settings makes this really simple. Since UI2DSprite doesn't use the pivot information I added a normal unity sprite renderer into my UI hierarchy which seemed to work well enough, but now the panel alpha doesn't get applied to the sprite renderer. I can write a script to update the sprite alpha with the panel alpha every frame but I'm wondering is there no better solution for this?

3
NGUI 3 Support / Re: Japanese Input Broken on Desktop?
« on: February 06, 2014, 05:08:16 AM »
The function appears to receive each letter one by one. So it logs:
t
a
b
e
r
u

Then when I hit space it gets nothing and enter again it appears to get nothing.

I changed the if statement to what you mentioned. It didn't get anything when I hit space and then it logged a string containing only a '\n' after I hit enter.

Interesting note: http://docs.unity3d.com/Documentation/Manual/IMEInput.html
"IME on Unity is not supported on mac webplayers at the moment."

I also exported a mac desktop build to test and make sure the behavior was the same as in the editor and it is. I did not export it to web player yet but of course the docs say it's not even supported... Just checked it out in web player even though unity says it doesn't support it. The weird thing is it worked! I couldn't see anything as I was typing and the IME composition box isn't visible but if I do the keystrokes the input does actually work and 食べる appears like it should.

4
NGUI 3 Support / Re: Japanese Input Broken on Desktop?
« on: February 05, 2014, 02:57:34 PM »
bump

5
NGUI 3 Support / Japanese Input Broken on Desktop?
« on: February 04, 2014, 01:30:06 PM »
I'm having problems with Japanese input support on Mac. I modified the UILabel in the example scene showing an input box. I changed it to a dynamic font with Japanese support. However, the text box fails to accept my Japanese input properly.

I made a video demonstrating the problem:
http://www.youtube.com/watch?v=-kz6E8NI3r4&feature=youtu.be

Basically when I press enter to 'commit' my Chinese character selection it deletes the Japanese part and keeps the romanji(english characters).

Anyone else seen this problem?

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