Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cilerba

12
Posts
1
Topics
78
Followers
5
Following
A member registered Jul 22, 2015 · View creator page →

Creator of

Recent community posts

You legend! Thanks so much for helping figure this out. :]

For sure! Appreciate you taking a look. I think what I figured out is that, at my 320x180 game resolution and 1x font scale, the bug appears. But on a new project with the font at 2x scale, the bug is not there. Anywho, here's a link to my project: https://cilerba.com/fontbug.zip

I have not touched nw.js, just nw.js v0.48.4 and core script 1.9.0 on two different computers, one macOS and one Windows 11. Is upgrading nw.js a requirement for this plugin?

(1 edit)

Yes, I am on the latest version (Tried both "New" and "Passive Mode"). I've tested on macOS and Windows, both with and without plugins, and also on a completely new project. All tests result in the same bug.

Howdy! Thanks for sharing this great plugin. I've run into an issue with a few fonts that result in certain characters, specifically lower and uppercase 'U', being rendered with a gradient effect or cut off completely. Pixel snapping enabled, font size 12px. Unsure if it's easily fixable, just wanted to bring it to your attention.

I've tried a few different fonts with the same result. Font below is zpix


I thought it had to do with validateAppearance but I commented those lines out and also ran a build (since it's inside an editor check) but it still gets cleared. I actually dug a little deeper and found out it's coming from Start()'s StartCoroutine(WaitFrameThenRebuild(autoRead))! I commented it and it reads without stopping now. I had a lot of Debug.Log's to go through and I must have gone to the wrong one and assumed it was coming from Update(). Sorry about the confusion.

I've run into an issue where text will start to read (draws the first character) and then rebuilds, stops, and clears the drawn text. I have autoRead turned off and I'm calling Read() after instantiating the message object. It looks like it's being rebuilt a few times in SuperTextMesh.cs's Update() which causes it to stop reading. Is it not possible to manually call Read() so soon after instantiating without autoRead? This is the Update() code I'm using to instantiate my message object:

    public void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            msg = UIHandler.instance.LoadMenu(MenuConstants.UIMESSAGE).GetComponent<UIMessage>();
            msg.AddMessage("A wild monster appeared!");
            msg.textMessage.Read();
        }
    }

I can provide screenshots of my prefab setup and more code if needed.

Hi Sean! Thank you for 1.3.0! It's helped a ton with some issues I was having before. My sprites are now sorting with tiles (same Sorting Layer, same order, same Z position if that matters), but they're sorting a bit late. Hard to describe so I recorded a GIF of what's going on: https://imgur.com/jtBNJrd

The scene seems set up similar to the MegaDad example scene. Is there anything I might be missing from the documentation? Transparency Sort Axis is also 0,1,0.

Thanks, Sean. This is helpful. Which sorter would work best for SpriteRenderers? Still not able to get the sorting quite like Tiled2Unity's Depth Buffer. This also broke transparency for layers at a lower opacity.

Is there any documentation for the layer/object sorting? I'm upgrading from Tiled2Unity and there doesn't seem to be anything that works similar to Tiled2Unity's DepthBuffer/SpriteDepthInMap functions.