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Messages - FizzPow

Pages: 1 [2] 3 4 ... 6
16
NGUI 3 Support / Determine where text is on screen?
« on: October 09, 2013, 03:37:05 PM »
In our app, I am displaying a lyrics of a song on the screen using a UILabel, and am highlighting a word or two in each line of lyrics with color codes.  How can I determine where the highlighted words actually end up rendering on screen so I can position a sprite pointing at them?  I am using dynamic fonts and NGUI3 if that matters.

Thanks for any help!

17
NGUI 3 Support / Re: UILabels don't update during WWW call
« on: October 02, 2013, 09:06:56 PM »
Are you sure you can access WWW.size at that time?  It's not even a documented property.  Just curious, have you tried without that?

18
NGUI 3 Support / Re: NGUI3 / Unity4.3 / Dynamic Fonts
« on: September 25, 2013, 06:32:42 PM »
I didn't find the work-around. Our community here did. Yes, 3.0 has the work-around/fix/whachamacallit.

Ahh, that is great news!   :D

19
NGUI 3 Support / Re: NGUI3 / Unity4.3 / Dynamic Fonts
« on: September 25, 2013, 04:58:26 PM »
There are a number of threads on here with all the dynamic font corruption issues that didn't seem resolved.  Last I understood we were waiting on Unity to address them, but I know some "fixes" got put into 3.0, that I was unclear if ArenMook found workarounds for without Unity or not.  In our current release (not using 3.0) I had to include a ridiculous amount of RequestCharactersInTexture calls all over the place to minimize the issues, but still isn't perfect.

20
NGUI 3 Support / NGUI3 / Unity4.3 / Dynamic Fonts
« on: September 25, 2013, 12:13:13 PM »
Few questions..

1) Does NGUI 3.0 on current Unity 4.2.1 address any of the myriad of dynamic font issues, or are we still waiting for Unity to fix stuff?  Any word on this?

2) Do we know yet if 4.3 fixes any of these issues?

3) Will future revisions of NGUI be utilizing 4.3's 2D framework when it releases or stay it's own entity?

Thanks!

21
NGUI 3 Support / Re: dynamic font corruption on Galaxy S3
« on: August 18, 2013, 10:48:22 AM »
I look forward to trying that fix when it hits non-pro.  I did find something that seems to work.  Someone else posted a version of this function on another thread here, that I am calling immediately after I generate the screen in the screenshot and it does seem to fix the issue.  Strangely if even one frame passes though before I call this, it will not work.  Not sure if it gives any clues to something you could bake into NGUI though. 

  1.     public static void UILabelUpdateDynamicFonts()
  2.     {
  3.         Debug.Log("UpdateDynamicFonts");
  4.  
  5.         // find all dynamic fonts
  6.         var dynamicFonts = new Dictionary<UIFont, System.Text.StringBuilder>();
  7.  
  8.         // find all labels
  9.         UILabel[] labels = NGUITools.FindActive<UILabel>();
  10.  
  11.         for (int i = 0, imax = labels.Length; i < imax; ++i)
  12.         {
  13.             UILabel lbl = labels[i];
  14.             UIFont fnt = lbl.font;
  15.             if (!string.IsNullOrEmpty(lbl.text))
  16.             {
  17.                 if (fnt.isValid && fnt.isDynamic)
  18.                 {
  19.                     if (!dynamicFonts.ContainsKey(fnt))
  20.                     {
  21.                         //Debug.Log("Adding dynamicFonts: " + fnt.name);
  22.                         dynamicFonts.Add(fnt, new System.Text.StringBuilder());
  23.                     }
  24.                     dynamicFonts[fnt].Append(lbl.text);
  25.                     lbl.MarkAsChanged();
  26.                 }
  27.             }
  28.         }
  29.  
  30.         // request fonts
  31.         foreach (var pair in dynamicFonts)
  32.         {
  33.             UIFont fnt = pair.Key;
  34.             string text = pair.Value.ToString();
  35.             fnt.dynamicFont.RequestCharactersInTexture(text, fnt.dynamicFontSize, fnt.dynamicFontStyle);
  36.         }
  37.     }

22
NGUI 3 Support / dynamic font corruption on Galaxy S3
« on: August 17, 2013, 11:36:37 AM »
I am seeing this intermittent issue with dynamic fonts on Samsung Galaxy S3 (Attached screenshot).  I have noticed some other devices will look corrupted for a millisecond and then fix themselves, but on this device, it seems like often it can get stuck like this until something else eventually triggers a font rebuild.  Is there anything I can do about this or are we stuck waiting for Unity to fix stuff?  I am calling RequestChars as much as I can which did seem to help in some cases.


23
NGUI 3 Support / Re: Losing sprite references using Atlas reference
« on: August 06, 2013, 03:58:13 PM »
I didn't get a chance to reply to this at the time, but seeing as there have been so many views.  This was fixed a couple days later, but I don't recall which version exactly at the time it was.

24
NGUI 3 Support / Re: Dynamic Font Size Question
« on: July 24, 2013, 01:18:42 PM »
I sometimes see text look garbled for a quarter-second on some screens then fixes itself quickly.  Is this what you are talking about?

25
NGUI 3 Support / Re: Dynamic Font Size Question
« on: July 21, 2013, 10:11:03 AM »
I see, that would be quite difficult since our app uses lots of dynamic content that is downloaded at run-time.  So far I have noticed no issues though.  Maybe it's because I am using Unity 4.2?

26
NGUI 3 Support / Re: Dynamic Font Size Question
« on: July 20, 2013, 03:21:50 PM »
Ha, care to elaborate on that? I am switching our app completely to dynamic fonts right now, something I should be aware of or hold off on?

27
NGUI 3 Support / Re: Dynamic Font Size Question
« on: July 20, 2013, 03:13:40 PM »
Ok thanks!  Is there any issue with changing size of the dynamic UIFont at run-time to account for lower resolution devices?

28
NGUI 3 Support / Dynamic Font Size Question
« on: July 20, 2013, 01:24:06 PM »
I am a little confused on the proper way to do multiple sizes using same TTF.  I notice that when using NGUI font maker and pointing to a TTF, it then uses the material/texture of the TTF.  If I need multiple sizes though of same font, do I need to import multiple TTF's with different names or can I point them all to the same TTF & Material?  Or do I need to make separate materials for each NGUI Font but still point to same TTF?

Thanks!

29
NGUI 3 Support / Re: Alternative to Solidify (Premultiply Alpha)
« on: June 11, 2013, 12:12:13 PM »
I can only tell you it works great for us.  I have two apps live in store using this approach (See JamTok Spanish and Japanese).  My understanding is the latest versions of NGUI natively support a pre-multiply alpha option now in atlas creation, but I prefer the workflow of using Texture Packer right now, and how I can set it to auto-create for all 3 resolutions.

30
NGUI 3 Support / Re: UIInput iOS Keyboard & Auto Camera Movement
« on: March 19, 2013, 11:28:25 PM »
So I ran into an issue.  Here's my Event Receiver on my email field:

  1.     void OnSubmitEmail(string text)
  2.     {
  3.         Debug.Log("OnSubmitEmail: " + text);
  4.         inputPW1.selected = true;
  5.     }
  6.  

inputPW1 highlights for a split second and leaves a carat there but it jumps immediately back to my email field?

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