![]() ![]() On the left side, you can see how the sprites are affected by the metrics / scale of the font assets. Sprite Assets with Face Info will behave independently of whatever font assets just like any other font asset would. Sprite Assets that do not currently have Face Info data, will continue to inherit the metrics of the current font asset that precedes the sprite and thus scaling the sprite accordingly. Please Log in or Create an account to join the conversation.Just like Font Assets have Face Info which define key metrics of a font, I added something similar to Sprite Assets as seen below. We are running more tests here, but by any means, do you have any other idea of what is happening? None of them worked correctly, all of them showing the material change but not the font change as in the second picture. Plugins/I2/Localization/Examples/Resources All the other cases, we are using TextMeshPro material presets.Īll the files (font assets, SDF's, and materials) were added to the Assets tab in I2Languages.prefab. ![]() In those cases (Hindi font working), the standard SDF material is used by default. That way, they are loaded on demand (only if needed), and you don't need to keep the references updated. So, maybe it will be better to have them in a Resources folder. If thats the case, you have three optionsġ- add the missing material to all the localize components that need them (not recommended)Ģ- Better, add the material and fonts into the "Assets" section of the I2Languages.prefab, that way, all of the Localize component will have access to them.ģ- Those materials/fonts are always going to be loaded as they are referenced by the prefab/gameobject. What I guess is happening is that the materials/fonts were added into the Reference section of the localize component that work, and are missing in in the ones that are failing. I have set the Secondary Term in Localize component as Material, as explained in the previous linked post.īut when we change from English to Hindi (for example) using "Show" option (or changing language in the game itself), it does not work as intended:įrom the images I'm seeing that some of the Hindi texts are working, but some are not. I also modified the TextMeshPro example scene to have one of the labels having FONTS in the secondary term, and another label using MATERIALS. You can download that change from the beta folder v2.6.11 a5. ![]() I changed that so that it will look for it in the same folder than the material. However, there was an issue where the font HAD to be only in the root of the Resources folder, otherwise it wont find it. If you set a material as the secondary Term with a reference to the material, it will load automatically the font matching that material. Is there any way to select material preset for localization? I tried using material as the secondary term but it didn't change the font. So my customized material preset is replaced. When secondary term is set to Text Mesh Pro Font the font changes as it should but sets each Text Mesh Pro font to default material preset. Default one and customized one that I'm using in a few places throughout the project. Each TMPro font has two material presets. I'm using I2 Localization (2.6.10 f1) with TextMesh Pro (1.0.55.0b7) and I'm trying to figure out how to change the font with it's non default material preset. My team is having a problem similar to what is described in this topic: ![]()
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