Changing atlas without changing sprite's name

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9 years 3 months ago #429 by Neri
I'm using NGUI, dynamic font. Double-checked the Term and font name - seems fine. Tried setting the term type as text and as font, but neither seems to work. I'm setting the font in the UILabel (not UIFont component) if that matters.

I'm wondering about this part in LocalizeNGUI.cs (should be executed when no Secondary translation found):

UIFont newUIFont = GetSecondaryTranslatedObj<UIFont>(ref MainTranslation, ref SecondaryTranslation);
if (newUIFont!=null)
mTarget_UILabel.ambigiousFont = newUIFont;

I don't understand the first line. Where is it trying to get the font from?

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9 years 3 months ago #430 by Frank
Hi Neri,

Sorry for the delay in replying. Last week my new baby was born!
So I took a few days off work.

I just look into your issue and found that as an optimization the plugin is not accessing the font name if there is a Primary Term defined. I have to check if that still happens in the latest version as I modified that a bit.

If it was corrected, I will send you instructions on how to modify your version to make it behave correctly or will fix it in the last version and send you the instruction anyway!

Thanks,
Frank

Are you :-) Give I2L 5 stars!
Are you :-( Please lets us know how to improve it!
To get the betas as soon as they are ready, check this out

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9 years 3 months ago - 9 years 3 months ago #431 by Neri
Thanks Frank,

Congratulations on your baby!


By the way, don't worry about the old version. We are finishing this project, and from next one I'll convince them to use Unity 4.6,
Last edit: 9 years 3 months ago by Neri.

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