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Bidirectional text and business/educational apps?

Discussion in 'Editor & General Support' started by dmko, Jun 15, 2014.

  1. dmko

    dmko

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    I'm a long-time flash dev considering making the jump to unity for a time-sensitive project that would be nicer in 3d for some components. Before I dive in and experiment, I'd like to just get the feeling from experienced unity devs...

    How does it handle bidirectional text? Specifically Hebrew, with vowels. For me, the availability and stability of this is the major issue I'm worried about.

    Similarly, while I understand that "point and click" is pretty much the same whether it's a 2d game or "business" app, are there any gotchas that make unity a less-than-ideal choice for that sort of thing? For starters, think like a basic quiz app targeted at schools with multiple choices, some responsive animation, and ability to fill in text fields- and it needs to dynamically load assets per screen (i.e. imagine hundreds of questions with graphics- don't want to load it all till needed!)

    Lastly, will Unity 5 be significantly better than 4.5 for any of these sorts of things? Seems like it's more targeted at the cutting-edge 3d stuff...

    Thanks!
     
  2. Abu-Faisal

    Abu-Faisal

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    Right-To-Left text is not supported in unity. Also, syntax form [initial, middle, final forms] of character is not supported.
     
  3. dmko

    dmko

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    Thanks... seems like this script might help though? http://forum.unity3d.com/threads/ri...e-to-write-arabic-persian-farsi-kurdi.150720/

    Also, to understand the basic approach... for creating basic business-type 2d apps in unity... must one store an ever-increasing list of stuff that needs to be drawn on the screen at any given moment- and draw it in OnGUI() ?

    Seems kinda weird... for example, I'm building a login form,can I just draw the intended result when it is triggered, rather than process it (and everything else) in OnGUI() ?

    In general it would be helpful to have some pointers for someone coming from a Flash/Starling or web background to Unity. I.e. let's imagine two buttons:

    Button 1) when clicked, load a graphic and display it on the screen

    Button 2) rotate the graphic that was loaded.
     
  4. superpig

    superpig

    Drink more water! Unity Technologies

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    The new GUI system - due out in 4.6, sometime this summer - will help with all the form stuff. In the meantime you could look at one of the GUI systems available on the store, such as NGUI or DFGUI. All three of these options will give you a workflow more like what you're used to in Flash - dragging/dropping graphics to set up buttons and fields, then just writing the code behind it all to do actual logic and wiring up of things.
     
  5. dmko

    dmko

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    Interesting..... thanks! Couple more followup questions:

    1) How does one handle different screen sizes in unity? In Flash I had an XML file that was loaded at start that pointed to different graphics (SD, HD, etc.) and only those graphics were loaded/used/referenced by the same name throughout. I.e. in the xml I'd have something like <img name="square" hd="square_HD.png" sd="square_SD.png" /> and then in the code I'd load whichever PNG as-needed and reference it via "square"

    2) Between NGUI or DFGUI, which is more stable/battle-tested and responsive? I'm not as much concerned with needing to create things in the scene view, In Flash I almost never touched Flash Pro (always Flash Builder), in fact the idea of wiring up the graphics in the viewer is kinda going back a few years for me (not that that's a bad thing at all, I like that approach too), but it's more like the clarity in the code. I.e. what I would like to have would be something like the notion of a Display List - creating a sprite that can dynamically hold/remove other sprites and rotating the parent will affect the children. Things like that

    Also- FYI, I understand that Unity isn't really built for 2D point and click type of things. The reason I'm trying to "fit a round peg into a square hole" is because we *also* want to build a fun 3d game into the same app. So it's either going to be working with Away3D to make the game, which will be a PITA, or use Unity to build the boring 2D part, which I'm investigating now :)
     
  6. superpig

    superpig

    Drink more water! Unity Technologies

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    Heh. This one's actually a little bit of a pain right now… but I believe tools like NGUI can handle it for you. You supply HD and SD assets and set things up, then it can switch between them.

    I think NGUI is more widely used, though DFGUI has had plenty of battle testing as well. As far as your display list stuff goes, that's just simple parenting in Unity - if object B is a child of object A, then any transformations you apply to object A (rotation, scaling, translation) will apply to object B as well.
     
  7. esx2ve

    esx2ve

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