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Messages - ENAY

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NGUI 3 Support / Re: Getting all Japanese Fonts to appear?
« on: May 15, 2012, 10:06:00 PM »
I just don't understand what I am doing anymore or how to fix this.  :'(

I have managed to I think, get the whole font map in there, there are still characters missing. For example on one of my buttons, there are supposed to 5 symbols, there are only 4. So even after reimorting and checking whether the graphic is in the file, they are still not appearing. Maybe BMFont export file is the problem? I just don't know.

I can see all 5 of them in the GUI UILabel(Script) Window.

Maybe I am just stupid. ( I am starting to feel it)
Is there a step by step list on how to successfully import a font into your NGUI?

NGUI 3 Support / Re: Getting all Japanese Fonts to appear?
« on: May 15, 2012, 01:30:47 AM »
ArenMook, I have finally cracked it! I think this is a bug.

Ok I have a screenshot of my desktop but it is too big to attach to this post as it is 1.5MB. For now instead I took small shots of the preview window.

Basically I did the following:-

- Import my 1024x1024 Japanese font bitmap
- Make a backup of the fontmap image
- Create an atlas and add the fontmap image

Now when I look at the fontmap image, the top and right areas are now blank. Something happened when an atlas was tried to be created. My 1024x1024 only has the 769x769, the rest is all blank. This could probably explain where I could have sworn I included all the symbols before but then many were missing when it came to rendering the text.

NGUI 3 Support / NGUI as a particle engine?
« on: May 14, 2012, 11:30:20 PM »
NGUI, as the name suggest is a Unity plugin that allows the user to quickly and easily make menus.

But is it suitable (for example) spawning particles and doing things with sprites that has no connection with menus?

NGUI 3 Support / Re: AutoResizeButton ?
« on: May 14, 2012, 09:07:59 PM »
Cheers for that Dlweis, that is actually the sort of thing I was planning on doing myself. The only thing I am concerned about maybe is getting it to work correctly with the buttons being pushed etc. Well, it is something to look into later anyway.

NGUI 3 Support / Re: Getting all Japanese Fonts to appear?
« on: May 14, 2012, 01:59:21 AM »
Yes I just saw my inbox ping with a new update.
I have other things to program for now but I look forward to seeing what you come up with later.

For now I am contemplating whether or not there is a font utility that has a bit more flexibility than BMFont.

NGUI 3 Support / Re: AutoResizeButton ?
« on: May 14, 2012, 12:26:36 AM »
Hmm, not automatic huh. Well I suppose it was to be expected. It is going to be kind of tricky though to automatically have a Localization and except things to interchange easily with big buttons.

Well, will have to see how it pans out. I guess if I am desperate there is no reason why I can't put a hack in there to automically make a button bigger when using a certain text string that is called from within the code.

NGUI 3 Support / Re: Getting all Japanese Fonts to appear?
« on: May 14, 2012, 12:23:15 AM »
Ah ok, so you're using the same program as well.

What I was considering doing was writing some source code to count all the symbols used and then include them in the fontmap like that. Problem is, BMFont exports absolutely everything with (as it appears) so simple way of deselecting unused characters. However our game is going to be supporting downloadable content, so it isn't really going to be feasible to count the characters used because new ones will probably be needed at random later.

Great to hear you have a new update coming, I will try my best to be the first person to test it out for you :)

NGUI 3 Support / AutoResizeButton ?
« on: May 13, 2012, 11:22:20 PM »
Is there anyway (or an existing function I can drag in) to resize the X scale of a button depending on the width of the text?

Right now unless I make a particular button wide enough for 2 different text strings, text in 1 language will overflow out of the button, but doing so sometimes mean the other text string is too small in a wide button.

NGUI 3 Support / Re: Getting all Japanese Fonts to appear?
« on: May 13, 2012, 08:26:14 PM »
Yes but that is the thing, it isn't really possible to have the entire Japanese font set fitting in a single texture.
I understand Japanese and how it works, but trying to fit in about 2000 kanji and 120 or so standard characters. There is no way that is going to fit. Well it might be possible if you have a really small font size like 16x16 in a 4096x4096 texture, but that is not going to make it compatible with mobile devices, nor look nice.

Chinese would be literally be impossible.


After digging around, I am wondering if it is the problem with AngelCode's Bitmap font generator software.
What font program did you use ArenMook to make your fonts?

NGUI 3 Support / Getting all Japanese Fonts to appear?
« on: May 11, 2012, 06:11:28 AM »
I have a Japanese font and UTF8 text displayed in it. However I have noticed some symbols are missing. Presumably there isn't enough room in the atlas/selected font image to display all the characters.

The font was created using "Bitmap font generator". Not sure if this is a problem with Unity or NGUI but I just thought I would ask and see if this has been reported before.

NGUI 3 Support / Re: Searching for UILabels in an object by name?
« on: May 09, 2012, 10:17:18 PM »
Thanks for the tip. I will have a poke around in NGUITools.

NGUI 3 Support / Re: Copy Localisation file into Hierarchy Window
« on: May 09, 2012, 10:12:27 PM »
On your "Example 10 Localization" example you have two objects in the Hierarchy window.

UI Root (2D)

However if I delete it, all there is remaining is

UI Root (2D)

and it won't work. Even though it exists in the Project. I guess what I am trying to say is.

a) Is there a way for Localisation text to be extracted from the "Localisation" when it doesn't exist in the Hierarchy window


b) The Localisation file magically appears into the Hierarchy window after you have compiled and vanishes when you stop.

Sorry for my confusing posts, hope I made more sense this time. :)

NGUI 3 Support / Re: Searching for UILabels in an object by name?
« on: May 09, 2012, 10:08:09 PM »
Well so far I have some menus created now. I guess I should look at UITable. What I have at the moment is a GameObject and then I simply load the menu doing the following:-

LoadedMenu = Resources.Load("Menu01") as GameObject;

and Instantiate from it by doing:-

TheMenu = GameObject.Instantiate(LoadedMenu) as GameObject;

and then when I need a new menu I simply Destroy the TheMenu Object and load a new one and Instantiate again.
Not sure if this is a good way of doing it but so far no problems.

If I had an issue, it seems painfully slow having to copy and paste a tag for every single button and text dialogue and for some unknown reason I can't edit a Menu in the Project Window, it only expands as far as 'Camera', I have to drag it into the Hierarchy window, make the modifications, delete my Project version and then drag it back in.
I decided to change my tag naming style and had to go through every single part of each menu again just to update all the fields.

Still, NGUI is still awesome and seems to working well so far.

NGUI 3 Support / Copy Localisation file into Hierarchy Window
« on: May 09, 2012, 10:00:01 PM »
My GameObject that has the "Localisation" script attached to it. Is there anyway to automatically copy this into the Hierarchy upon compiling?

Of course if I delete this file there is an error, even though it exists in the Project window. Would be nice if the file was created upon compilation and deleted automatically when the program has finished running. Is this possible?

Thanks :)

NGUI 3 Support / Re: Searching for UILabels in an object by name?
« on: May 09, 2012, 01:34:58 AM »
Hi ArenMook,

Sorry if my post is confusing. I have a basic UIRoot with a few thing in it that I created in the UnityGUI.
Now what I plan on doing is spawning this menu from a prefab but then adding new things into it, in code. Basically I want to make a menu navigation system where I can click on buttons, fold a menu away and then Destroy it, build a new one and fade it back in.

I am doing all the generating after the game has compiled so I won't be able to just drag and drop anything after that.
My "theMenu" is a GameObject and I am able to access all the parameters by using the GetComponentsInChildren function. Except of course when I use that, simply GetComponents in UILabel will return the order of the list that is stored at (generally not in my control) and I want to grab the items by name. This is basically like using the FindWithTag function or similiar

Clearly by your response though, I must be going about this the totally wrong way.


Hmm, thinking about this some more, it is probably better I create all my menus in Unity using drag and drop and then just Insubstantiate and delete each menu as needed right? Not sure if this would be an efficient way of making a menu system though. I am used to making everything in code myself so this scripting in Unity is taking some getting used too.  :o

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