This is one of the apps. I will be moving them all over to unity because i plan on doing cool particle effects and achievements for how well the students in training are doing.
I will say that so far the unity GUI is far supior to even the standard Xcode gui In my opinion. Xcode still manages separate xib files for each view state.
The draw call amount is really sexy! I remember doing this 2 years ago and the menu was over 200 draw calls.
Wow that looks pretty amazing. But can it be used inside of a button? would I be just swapping out the text object? Also i have over 8000 questions that use the super script and sub script html tags. Is it the standard html tag. If not then I can’t use it without reparsing my data which would be a nightmare.
My major issue at the moment that works in the current unity system is it allows me to reset the button’s height based on the child text element. Some questions and answers I have are paragraphs long and the parent object need to be able to adjust their height appropriately. Right now with the new UI system I am able to do that without any code which is pretty dam impressive. Is this something that is possible currently with this text mesh system?
I presume you are using some Layout Component or Content Size Fitter. Correct? If so, those features are supported in TextMesh Pro.
For peace of mind, just confirm what you are using to drive the re-sizing / setup and I can provide you with an example or point you to a video showing that in action
The set up is:
ScrollRect
-Content : Vertical Layout Group + Content Size Fitter
–Button (Question/Answer) : Vertical Layout Group + Content Size Fitter + Layout Element with Min Height
—Text : nothing attached
I sent you a private message with my Skype information.
Close but I am still missing something about your setup. When adding that second Content Size Fitter, I get a warning from Unity “Parent has a type of layout group component. A child of a layout group should not have a Content Size Fitter…”
I am also using a UI Mask on the Content which I presume is a panel?
Just played with this while testing TextMesh Pro and the latest release of Unity 4.6. Everything appears to be behaving and re-sizing as expected based on the content.
While working on this example for you, something began to itch. So I had to do something to suppress this newly found annoyance
Here is an image of a TextMesh Pro object using a new Rich Text Tag I just added to squelch my itchiness.
This new tag is <indent=15.0>Text is indented by the specified value.
This works in conjunction with word wrapping and all the other stuff. The indent value is also relative to font size which will keep the results consistent with text auto-sizing.
P.S. I could have used something like
for the tag but I felt that being able to provide an indentation value was important.
P.S.S. This is just one text object using different rich text tags. The title for instance is using different tags to control alignment, color, underline, smallcaps and character spacing.