Author Topic: Font Maker problems with Unity5  (Read 3634 times)

serhilk

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Font Maker problems with Unity5
« on: October 23, 2015, 04:17:24 AM »
Hi! I recently installed Unity5 and updated to the latest version and NGUI and now I cannot use Font Maker in MAC because it needs FreeType64.dylib to work. In Windows it seems to work good because the DLL is provided.

Can anybody provide me this dylib to work with NGUI properly again? Does this library need to be included in NGUI package in next versions?

Thanks for advance!

Sergi

ArenMook

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Re: Font Maker problems with Unity5
« Reply #1 on: October 24, 2015, 04:40:58 AM »
In short, and I've mentioned it a few times before when this question came up, is I need someone to actually compile the 64-bit FreeType library on OSX using XCode, creating the dylib. FreeType is an open-source library: http://www.freetype.org/

memetic arts

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Re: Font Maker problems with Unity5
« Reply #2 on: November 25, 2015, 02:58:42 PM »
Hi ArenMook -

I'm a little confused . . . when you say you need someone to compile the DLL, do you mean a random user who knows how to compile code?  Wouldn't this just be a development cost that you'd pay an expert to do?

It seems like there is sufficient user demand, since you said that you've mentioned this several times.  And I mean no disrespect . . . just seems a little odd that you'd be waiting for the off-chance occurrence of someone compiling and submitting files . . .

Anyway, I'm in the same boat, but have no idea how to compile DLLs, so unfortunately am stuck with everyone else.

Cheers,

==rr

ArenMook

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Re: Font Maker problems with Unity5
« Reply #3 on: November 25, 2015, 06:11:35 PM »
I think it's as simple as downloading the package from the website then running CMake on it. You just need to have a Mac. I work exclusively on PC.

memetic arts

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Re: Font Maker problems with Unity5
« Reply #4 on: November 26, 2015, 12:30:22 AM »
Sounds simple enough, but that's out of my depth, honestly.

But I'll bet if you posted an ad on your Forum and offered someone a hundred bucks to do it, you'd have it within a couple of days.  Or maybe just reach out to one of the other reputable plugin developers, like Eric5H5, for example (not that I'm volunteering his services, just an example!).

Again, no disrespect intended, I'm still an avid user of your product despite Unity's improved internal GUI (kudos on that too, btw) . . . just seems like this is a relatively easy problem to solve and would make a lot of users happy.

Cheers
« Last Edit: November 26, 2015, 12:38:22 AM by memetic arts »

dppc

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Re: Font Maker problems with Unity5
« Reply #5 on: December 10, 2015, 07:43:25 AM »
I think it's as simple as downloading the package from the website then running CMake on it. You just need to have a Mac. I work exclusively on PC.

Actually, it seems it's not that simple. I downloaded the source for freetype-2.6.2 on a Mac and compiled it. The resulting .dylib file is attached. You'll see it's called "libfreetype.6.dylib" -- I've tried renaming it to "FreeType64.dylib" and using it with NGUI, but the Unity editor crashes when I drag a font into Font Maker... You can see if you have any better results with it.

memetic arts

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Re: Font Maker problems with Unity5
« Reply #6 on: May 15, 2016, 10:35:17 AM »
Greetings -

First, thanks to @dppc for compiling the file. I had no trouble changing the name of the file. And per other threads around the "not found" error, I copied the file into both the NGUI directory as well as /usr/local/lib/ .   And, the "not found" message is no longer appearing in Unity (5.3.1, OSX)

However, I'm now faced with another issue . . . it seems that no matter what I do, when I click "Source" and try to make a font selection by clicking "Select", nothing gets selected, whether I'm in "Generated Bitmap" or "Dynamic".

Haven't found any other threads on this . . .any ideas?

Thanks.

rr


memetic arts

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Re: Font Maker problems with Unity5
« Reply #7 on: May 15, 2016, 10:57:52 AM »
Ha, well, I guess dppc was right . . . I tried to select a font that appeared as an imported bitmap, and once selected, the window changed to only include an option for size, which was unselectable.  And the window can't be dismissed.  Even after relaunching the Unity project, it is still there. So, yes, the compile dylib is faulty and shouldn't be used.

As I said, I myself do not possess the expertise with XCode to create the library, so will have to use the old-skool BMGlyph approach at this point.