RTL / Arabic rendering broken
7 years 11 months ago #1950
by Mazyod
RTL / Arabic rendering broken was created by Mazyod
Hey,
I just updated from v2.6.8 to v2.6.9b1 and it seems all my arabic strings on NGUI are no longer rendering properly, they show as separate characters.
I have followed the recommended approach to upgrade by doing a clean install..
How can I debug/troubleshoot this issue?
Thanks,
I just updated from v2.6.8 to v2.6.9b1 and it seems all my arabic strings on NGUI are no longer rendering properly, they show as separate characters.
I have followed the recommended approach to upgrade by doing a clean install..
How can I debug/troubleshoot this issue?
Thanks,
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7 years 11 months ago #1951
by Mazyod
Replied by Mazyod on topic RTL / Arabic rendering broken
I found out that now I have to call:
LocalizationManager.EnableChangingCultureInfo(true);
I really like how the new update doesn't change the culture automatically, but I think applying RTL fix should be automatic. If you think it shouldn't be automatic, I would request it to be a different method, since I don't want automatic culture setting, but I do want automatic RTL fix.
Thanks,
LocalizationManager.EnableChangingCultureInfo(true);
I really like how the new update doesn't change the culture automatically, but I think applying RTL fix should be automatic. If you think it shouldn't be automatic, I would request it to be a different method, since I don't want automatic culture setting, but I do want automatic RTL fix.
Thanks,
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7 years 11 months ago - 7 years 11 months ago #1953
by Frank
Are you Give I2L 5 stars!
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Replied by Frank on topic RTL / Arabic rendering broken
Hi,
Sorry about that!
That's an bug of version 2.6.9b2 where the isRight2Left variable was not been set when not changing the cultureInfo.
You can get the version 2.6.9b3 from the beta folder which includes a fix for that.
Or you can modify the function SetLanguageAndCode as follows:
Assets\i2\localization\scripts\localizationmanager.cs line110
Hope that helps and I will be sending the new version to the store ASAP.
Thanks,
Frank
Sorry about that!
That's an bug of version 2.6.9b2 where the isRight2Left variable was not been set when not changing the cultureInfo.
You can get the version 2.6.9b3 from the beta folder which includes a fix for that.
Or you can modify the function SetLanguageAndCode as follows:
Assets\i2\localization\scripts\localizationmanager.cs line110
public static void SetLanguageAndCode( string LanguageName, string LanguageCode, bool RememberLanguage = true, bool Force = false )
{
if (mCurrentLanguage != LanguageName || mLanguageCode != LanguageCode || Force)
{
if (RememberLanguage)
PlayerPrefs.SetString ("I2 Language", LanguageName);
mCurrentLanguage = LanguageName;
mLanguageCode = LanguageCode;
if (mChangeCultureInfo)
SetCurrentCultureInfo();
else // -----------add this
IsRight2Left = IsRTL(mLanguageCode); // -----------and this
LocalizeAll(Force);
}
}
Hope that helps and I will be sending the new version to the store ASAP.
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
Last edit: 7 years 11 months ago by Frank.
The following user(s) said Thank You: Mazyod
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7 years 11 months ago #1956
by Mazyod
Replied by Mazyod on topic RTL / Arabic rendering broken
Thank you as always, Frank. The work around is very helpful.
It's not blocking our development, so we can apply the work around and update from the asset store whenever the update is ready.
It's not blocking our development, so we can apply the work around and update from the asset store whenever the update is ready.
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7 years 6 months ago #2249
by Ramin
Replied by Ramin on topic RTL / Arabic rendering broken
Hi,
I am totally new user of I2. How can I use arabic font in NGUI label?
thank you
I am totally new user of I2. How can I use arabic font in NGUI label?
thank you
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7 years 6 months ago #2253
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic RTL / Arabic rendering broken
Hi,
Using Arabic languages works exactly as with the rest of the languages:
First, you need a Font that supports Arabic. NGUI can use either Dynamic Fonts, or Atlas fonts.
If you use dynamic fonts, check that it includes the Arabic characters (e.g. Arial UNICODE, etc). With the dynamic font, your Arabic text will work directly without issues.
If you use an Atlas font, then you need to create a new font that include the characters you are going to use.
My advice is that you first setup everything with a dynamic font, and after you localize your game, you use the tool in I2 Localization that finds ALL the characters you use in your game, Then you build an atlas with only those characters!
There is also more information about how to setup an NGUI font in the NGUI fonts, there are a few topics there about creating a Chinese atlas. The procedure is the same for Arabic.
After you font setup is correct, you just need to add the Arabic language to I2Languages.prefab. And write the translations for each term (or use auto-translate).
When the plugin detects that you are enabling the Arabic language, it will automatically apply the post-processing to all texts so that they render correctly in the game. That way you don't need to do anything extra.
Just create the language, add the translations, and play the game. The text will render correctly as soon as you change to the Arabic language.
Hope that helps,
Frank
Using Arabic languages works exactly as with the rest of the languages:
First, you need a Font that supports Arabic. NGUI can use either Dynamic Fonts, or Atlas fonts.
If you use dynamic fonts, check that it includes the Arabic characters (e.g. Arial UNICODE, etc). With the dynamic font, your Arabic text will work directly without issues.
If you use an Atlas font, then you need to create a new font that include the characters you are going to use.
My advice is that you first setup everything with a dynamic font, and after you localize your game, you use the tool in I2 Localization that finds ALL the characters you use in your game, Then you build an atlas with only those characters!
There is also more information about how to setup an NGUI font in the NGUI fonts, there are a few topics there about creating a Chinese atlas. The procedure is the same for Arabic.
After you font setup is correct, you just need to add the Arabic language to I2Languages.prefab. And write the translations for each term (or use auto-translate).
When the plugin detects that you are enabling the Arabic language, it will automatically apply the post-processing to all texts so that they render correctly in the game. That way you don't need to do anything extra.
Just create the language, add the translations, and play the game. The text will render correctly as soon as you change to the Arabic language.
Hope that helps,
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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