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Messages - ghostnova

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1
Support / Re: Using 2dtoolkit UI with native Unity TextMesh
« on: August 27, 2014, 06:23:58 pm »
Thank you. That solved the problem.

2
Support / Re: Using 2dtoolkit UI with native Unity TextMesh
« on: August 27, 2014, 03:27:52 pm »
Thank you. Adding a tk2d shader worked, and fixed my original problem.
However, now the font is always black.  (It ignores the color i set to it in the textmesh).
If I use the tk2d/Goodies/PackedTextMesh, I can set the color of the text to whatever I want. However, it also means that I need to create a material for each color I want to use in the game which is a bit overkill. Is there a different way? Any ideas?

Andrei

3
Support / Using 2dtoolkit UI with native Unity TextMesh
« on: August 27, 2014, 12:46:34 am »
Hello.

I am using 2dtoolkit to build the UI in my game. However, I prefer using the native TextMesh for fonts (so that I don't have to generate the fonts with BMFont).

I was able to make them work with very little coding (just had to write  a small script to make them respect the Sorting Order). So far so good.

The problem I'm having appears when I try to use tk2dUIMask to cover the native TextMesh fonts. tk2dUIMask simply ignores the native TextMesh. I believe the piece of code that hides things is this:
Quote
   if (ThisMeshFilter.sharedMesh == null) {
         Mesh mesh = new Mesh();
         mesh.hideFlags = HideFlags.DontSave;
         ThisMeshFilter.mesh = FillMesh(mesh);
      }
      else {
         FillMesh(ThisMeshFilter.sharedMesh);
      }

However, I'm not sure how to fix it. Any suggestions?

Thank you,
Andrei




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