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Messages - rhart

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Support / Re: How to get sharp text and sprites under iOS on iPad?
« on: April 30, 2012, 10:37:43 pm »
Steps I am taking

Experiment 1 --> Just Testing Example 11 on iOS (iPad Gen 1) (2DToolkit version 1.60 patch 1)

1. Create a new unity Project
2. Once the new project opens, I go to build settings
3. Switch form Mac/PC to iOS --> Switch Platform button pressed
4. Go to the asset store for 2D Toolkit and choose import (I have already bought it, which is why it says import for me)
5. Import All into my new project
6. Go to samples 11 - camera and alignment
7. At this point the text looks blurry and pixelated in the view port vs when before conversion from Mac/PC to iOS it looked wonderful.
This leads me to think that something is happening in the conversion process from Mac/PC to iOS that is affecting/diminishing quality.
8. Compile and test on iPad (the real device) --> Pixelated output
9. Went in and checked DemoCameraFont and it said it appeared to have been compressed --> so I set it to truecolor and the text go a heck of a lot better immediately.
10. Compiled and tested on iPad --> Text and images looked nice and crisp!

Experiment 2

I'm going to see if I can do an example of a nice crisp 2DTextMesh from scratch with version 1.60 patch 1 using a 2DToolkit camera, for a 1024 x 769 iPad that will display in Landscape and see what happens. What I'm eventually shooting for is placing the nice crisp text on/infront of a 2D word balloon, so it looks like a comic book dialogue. Will post back results.

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Support / How to get sharp text and sprites under iOS on iPad?
« on: April 30, 2012, 07:33:01 pm »
I am essentially taking text that a user has typed in on their iPad keyboard and display it in a word balloon, so I need the balloon to look really crisp as well as the text. I set the word balloon up as a sprite and I did a text mesh for the text.

On the desktop things look pretty nice, however when I build onto my first gen iPad, the sprites and text are looking fairly pixelated. I tried running some of the demo scenes that come with the toolkit on the device, and I'm seem to be getting similar results.

It it possible to achieve really sharp text and sprite graphics under iOS on an iPad with 2DToolkit. If it is, can anything think of anything I could be doing wrong that I may be able to check. Achieving crisp text seems to be be quite a challenge in Unity, and I'd like to avoid using gui text and Unity GUI if possible.

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Support / Re: How do dynamicaly instantiate a tk2dTextMesh at runtime?
« on: April 30, 2012, 07:18:15 pm »
Yes, that worked. Thank You!

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Support / How do dynamicaly instantiate a tk2dTextMesh at runtime?
« on: April 27, 2012, 06:13:57 pm »
I have a need to dynamically add text into the scene at runtime. There may end up being multiple text meshes added to the scene by the user.

I have tried create a tk2dTextMesh in the editor and than dragging it into a prefab. Once I have the prefab, I tried to instantiate it and place it into the scene. For some reason it keeps telling me the prefab is null.

However when I manually drag the prefab into the scene, the default text shows up no problem. Any ideas I what I may be messing up or alternative approaches I could try would be greatly appreciated. Thanx

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Support / Re: Changing Fonts
« on: April 27, 2012, 05:01:26 pm »
Yes, I am working on a production project that will need to change fonts too and am finding the same issue. Would be fantastic to see this working in the next release.

Thank you   :)

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