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Modular 3D Text - Complete ingame ui sytem

Discussion in 'Assets and Asset Store' started by FerdowsurAsif, Feb 4, 2020.

  1. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
    Posts:
    287

    Forum-Head.gif



    Create amazing 3D texts and UIs with a simple and versatile tool.
    Add some 3D flair to your dull 2D UI and create immersive in-game UI that can interact with your game world.
    Just right-click in the scene hierarchy and create 3d UI just like creating a cube.


    Compatibility

    ☑ Supports all render pipelines. Just select ANY material and it would work.
    ☑ Unity version: 2020.3+

    Type in 3D Real-time
    Typewriter effect on Modular 3D Text.gif


    Easy Effects with Modules
    ezgif.com-optimize.gif
    Modules Provide an easy way to add effects for individual characters on the creation and deletion && UI events.
    Just drag and drop pre-made modules or create your own.
    The documentation includes an example of how to create modules easily even for beginners.


    Powerful & Flexible 3D UI elements
    menus.gif
    All the UI elements of Unity in 3D with a lot more style.
    ⛶ Lists
    ⛶ Buttons
    ⛶ Toggle
    ⛶ Slider
    ⛶ Input field
    ⛶ Slider + Progress Bar
    ⛶ Horizontal Selector


    ▩ Fonts
    307a0b9d-3370-4d9b-b88b-c8a9110126f3.png
    ⛶ Includes 50+ ready-made 3D fonts.
    ⛶ A tool to create 3D Fonts from a TTF file. It was built with the sole purpose of being easy to use for anybody. Takes less than 30 seconds.




    Sample Scenes
    Status Tooltip example

    16 simple sample scenes to get acquainted with the asset and example use cases to get inspired.



    Additional features
    ⟶ Custom editor window to set default properties for newly created elements or make mass changes to every 3D UI in the scene
    ⟶ A powerful Typewriter script with appropriate functionalities to suit your needs.
    ⟶ A simple Countdown system.
    I am curious to see what games/products people are using my asset for.
    If anyone is comfortable sharing, I would love to see your work.
    Please post them here or email me at ferdowsurasif@gmail.com


     
    Last edited: Jun 2, 2023
  2. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
    Posts:
    287
    Years of updates have made the version list here cluttered and difficult to navigate. So, they have been moved to the documentation site.

    Please check the version list here for change history with dates and full details.



    Version 1.2.2
    • Added the 3D UI system
    Version 1.2.3
    • Missing graphic in toggle list now instead of null pointer error, gives a debug message with the toggle, toggle name, graphic list name and item number.
    • Added a toggle for the behavior where clicking on a input-field enables it and clicking somewhere else disables it. It's in the ray-caster.
    • UV mapping issue fixed.
    Version 1.2.4
    • Added a modules tutorial scene
    Version 1.3.0
    • Added non-English language support
    • Code comments cleanup
    • On-input and On-Backspace events added for input-field
    • Added a warning check when font-asset is not assigned while building a font
    • Fixed a bug where font creation caused a single Debug.Log error once that had no impact on anything except look ugly
    Version 1.3.1
    • Added 25+ new fonts (Total 50+)
    • Progress bar has been added
    • Fixed a bug with floating points
    • Sample scene update
    • New button style models added
    • Button mouse click behavior updated
    Version 1.3.2
    • Removed the "You can't have any other child object of the object with Modular3DText attached" limitations.
    • Massive Inspector UI improvements. Such as options to enable disable specific styles from applying.
    • Modules now work with List & Buttons.
    • Large Text combine bug fixed.
    • Fixed a bug where unselect event was being called twice
    • Custom delete after duration option added
    Version 1.3.21
    • Fixes a bug with ".", the dot . Looks like it was introducing some other small annoyances.
    • Circular text early version added.
    Version 1.3.22
    • Bug-Fixes:
      • Fixed a bug where text alignment was one character off when centered and two off when aligned right.
      • Circular Layout Text works a bit better now
    • New:
      • Loop animations
      • Sample Scene: Shop Sign (Loop animation)
      • Sample Scene: Damage Effects
      • Slider has a new method UpdateValue(int/float)
    • Changes:
      • Slight improvement to VR Sample scene
      • Add Rigidbody module has more options now and has a bouncy physics material assigned by default
      • Some built-in fonts improvement
    Version 1.3.23
    • New:
      • To Upper Case, To Lower Case Toggle
      • Particle system module
      • Sample scene for particle module
      • New utility panel customization tab to set up default font/material etc. Or just update every item in the scene. It's still in active development and will have more features added on later. Found in Tools>Modular Text
    • Changes:
      • Slider & Input string visual update methods now take style options from List just like buttons
      • Online documentation has been moved to GitBook.
      • API Changes are listed in the documentation
    Version 1.4.0
    • New:
      • In Editor font converter
    Version 1.4.02
    • Changes
      • In-editor font creator will work a bit better now
      • In-editor font creator can export font as mesh instead of OBJ too
      • Few more scripts are out of DLL(Mesh/Obj exporter & some helper class
    Version 1.5.02
    • New:
      • Sample scene: Damage effect example usage script have been removed and replaced with StatusToolTip script with more functionality and for ingame usage, not just example usage.
    • Changes:
      • In-Editor font creator now adjusts vertex density automatically. Before some characters were too complicated to create with low vertex density.
        tldr: all characters should be included in the font created inside editor without user needing to do anything manually.
    Version 1.6.0
    • Introducing different more standard ways include character range when creating fonts.
      Along with previous character range,
      • Unicode range
      • Custom characters
      • Unicode sequence (Similar to TMPro)
    Version 1.6.11
    • Option to hide letters in hierarchy.
    • Inspectors now remember their layout. Improves ease of use greatly.
    • Import settings for included fonts updated to remove unnecessary materials
    • Toggle script refactored - Toggle scene bug-fix - Slider handle script refactored
    • Slider value range events now check value range events first to avoid error
    • Slider handle gives a warning when a slider isn't assigned
    • Slider right to left bug-fix
    • Check added to remove duplicates from character range of font creation
    • Fixed a bug where free layout items were moving when selected
    • Fixed a bug where first item selected event was called even if a list wasn't active

    Version 1.6.11

    • Better spacing
    • Tool-tip improvements
    Version 1.6.2
    • Better spacing
    • Tool-tip improvement
    Version 1.6.4
    • Font creator naming convention changed. Will avoid the rare occasions where illegal character names could cause errors
    • Fallback fonts added.
    • Local scale is applied properly now
    • Undo properly updates texts now
    • Fixed a bug with font creation failing for certain countries that use comma instead of dot for decimal separator. Fixed thanks to Alexander Shimanov!
    Version 1.6.5
    • Auto-create in play-mode is on by default now.
    • Modular 3D Text now has an extra component that manages updating the text in
    • Editor Code cleanup in letter and text
    • More options in Preference
    • Editor UI improvemenst. Thanks Daniel Rainville for the advice

    Version 1.6.6

    • Fixed a bug where a chance to have unnecessary error log popping up when editing prefab in prefab asset window.
    • Combined meshes are no longer needed to be saved to persist between scenes. They are automatically created if missing.
    Version 1.6.7
    • Font changes are instantly applied in current scene
    • Disallow multiple elements added
    • Option in Raycast selector to unselect button from list when not hovering
    • Fixed a bug where animation was not trigerring if AutoSelect first item wasn't selected

    Version 1.6.8

    • New UI element: Horizontal Selector
    • Code cleanup
    Version 1.6.9
    • Input String has been renamed to input field to match with Unity's UI.
    • Toggle's "active" variable has been renamed to "isOn" to match with Unity's UI.
    • Toggle's active & inactive item is game-object now, instead of a list.
    • Fixed a bug where in Editor mode, texts might not update properly via input field.
    • Added an option in Text to enable editor only console logs for debugging.
    • Directly setting the text of Input field will automatically update it.
    • All codes from slider handle has been moved to slider. Handle is no longer required to update slider.
    • Input field will automatically update if you set the text.
    • Toggle will automatically update if you set the IsOn property.
    • Code refactoring and added more comments.
    • Modular 3D Text now has a text-anchor variable that behaves exactly same as unity text's text anchor. The previous variables have been marked obsolete.
    Version 2.0.0
    • Major refactoring done to text component to simplify it. Most variables have been turned into properties to automate text updates. So, it is no longer needed to call UpdateText(). But the public methods are still kept to not break existing codes.
    Version 2.0.1
    • Editor performance improvement
    • Fixed a bug where there was a single frame delay in updating texts in-editor Play mode.
    • Added a check to make sure text can't be updated multiple times before getting rendered once to avoid performance hog because of random scripts controlling the text abnormally. This can be turned off from advanced settings.
    Version 2.0.2
    • Editor performance improvement
    • Fixed a bug that was causing issue creating new lines in text in Editor
    Version 2.1.0
    • Updated asset to 2019 Unity version to comply with up-coming Asset store requirement.
    • Bugfix: List/Button visual updates now sets text dirty to mark/save changes.
    • Bugfix: In-editor, List/Button no longer updates text unnecessarily.
    • Bugfix: Fixed a bug where controlling list with keyboard when list had 0 elements caused a error.
    • In editor darkmode, modules have better coloring.
    • Updated almost all inspectors.

    Version 2.1.1
    • Bugfix: Toggle sample scene references the new asset properly now.
    • Input field performance improvement.
    Version 2.1.2
    • Module tutorial update.
    Version 2.1.3
    • Bugfix: Parent scale not properly being applied to text
    Version 2.2.0
    • Bugfix: Fixed text updater empty mesh check.
    • Bugfix: Scripting define fix that was causing build error.

    Version 2.2.1
    • Bugfix: Fixed a bug where old texts weren't cleaned up properly if updated when text was inactive.
    Version 2.2.2
    • Bugfix: Some sample scenes weren't working as intended. Fixed.
    Version 3.0.0
    Please completely remove the old asset from your project before updating it.
    I suggest updating only if you have some time or are on a new project.

    • Better Single Mesh workflow: The new workflow massively improves the in-editor experience and prefab interaction.
    • Layout systems overhaul: The layout system is separate from the rest now. So, it is easier to reuse it and create custom layout systems to fit your need. They can be used for any usage, even outside the UI/text system like creating a row of tiles, fences, and buildings.
    • Better language support: 3D Fonts now keep the data from the original TTF file. So, missing characters can be created at runtime. This means improper character range input is less punishing. In the previous version of the asset, it couldn't handle languages like Korean/Chinese because combined letters weren't included in the 3d font because there are too many of them to hold individually. But, now it can generate them when needed as long as the original file data is kept.
    • Better spacing: In previous versions, the asset would use character bounds to set the position of each character. This would often create a different look than its 2d counterpart. Now, this is moved to a setting that can be turned on/off and by default, the font will use the original "advance"/spacing specified in the TTF file for positioning.
    • New input System Support Added
    • Module systems overhaul: Modules are easier to modify for each instance. It also improves the inspector for custom modules.
    • Individual character control: There are more options to modify how each character looks by selecting the 3D font file.
    • Removed built-in pooling.
    • A lot of new pre-built fonts were added.
    • UI improvements.
    • Unimportant stuff is hidden from sample scenes now.
    • Bugfix: Fixed an instance where texts were setting the scene dirty for no reason.
    Version 3.1.0
    • Default settings window
    • List, Button code variable renaming for better consistency among the codebase according to a suggestion by a user.
    • Included material names have been appended with "MText_" according to suggestions.
    • Bugfix: The default input action asset is now correctly assigned.
    Version 3.1.1
    • Bugfix: "Gridlayout" delayed character deletion position bugfix.
    Version 3.1.2
    • Bugfix: Word spacing setting on the text is working now.
    Version 3.1.3
    • Minor change - Settings file load system changed for slightly better in-editor performance.
    Version 3.1.4
    • Bugfix: Fixed an error that appeared, if both input systems were enabled.
    Version 3.1.5
    • Bugfix: Fixed a bug with the legacy input system where the wrong submit event was getting called if "tickrate" was set to 0.
    • Updates to sample scene
    • Bugfix: DLL target fix for different platform build targets.
    Version 3.1.6
    • Bugfix: Modified import settings on icon texture to avoid a bug
    • Added an advanced setting in the text to run module coroutine from character object to avoid coroutine interruption in case text is disabled/destroyed while a deleted character was running in a module.
    Version 3.1.7
    • For non-text Grid Layout Groups, added Line spacing style options: Maximum (Previously default), minimum and individual spacing settings.
    • Modules only apply to new characters added now regardless of the combined text setting.
    • Layout element gizmos now rotate properly.
    • I have marked all sample scene items visible in the hierarchy.
    Version 3.1.8
    • Bugfix: Touchscreen input fixed for raycaster input for the new input system.
    Version 3.1.9
    • Bugfix: Linear and circular layout auto-update for combined texts, fixed.
    Version 3.1.10
    • Added option to apply module on pre-existing texts on instantiated or on enable.
    • Updated the tooltip for clarity.
    Version 3.1.11
    • Bugfix: The first space in the first line before the first word was getting ignored.
    Version 3.2.0
    • Added ability to create fonts runtime.
    Version 3.3.0
    • Password mode for input field

    Version 4.0.0

    A significant overhaul of the asset. Please remove the old version of the asset if you are updating it and do it when you have time.

    • Inspector updates of all the UI elements that improved readability and efficiency.
    • Avoid pink materials by automatically importing the right materials for your pipeline using an in-house importer tool.
    • Better undo/redo support.
    • Namespace modification for clarity and extendability. (Link)
    • More detailed documentation to modify or add functions to the asset.
    • Vertical wrap/overflow modes for Grid Layout and more spacing styles.
    • Better controls for Circular layouts.
    • Optional setting to always update layouts in play mode.
    • Separate input processors for default and new input systems making it easier to debug/modify/build new systems.
    • More background types for the slider.
    • Input field content types support.
    • Ability to set up 'Assembly Definition' files with a click of a button.
    • Major refactoring to the naming schema of scripts to match other standard assets.
    • Reorganize folder structures as a method to future-proof.
    • Layouts now work in Canvas
    • UV remapping option added.
    • It is easier now to find the right section of documentation using help URLs and custom buttons right in the inspector.
    • and much more minor improvements.


    Version 4.0.1
    Minor inspector improvement and small editor-only inspector bug fix.

    If you run into any error while updating from 4.0.0, please remove the scripts folder from Plugins/Tiny Giant Studio/Modular 3D Text/Scripts and re-import. There won't be any more errors.

    • Custom inspector for layout elements added.
    • Fixed a bug where user-created modules weren't loading default values when getting added for the first time.
    Modular 3D Text - Version 4.0.1a
    • Fixed a bug where the 'repositioning old characters' setting was not being applied.

    Modular 3D Text - Version 4.0.2

    • Removed max vertices limit on combined text. So, large texts are not split into smaller ones. It can be turned on/off via the inspector.
    • Undo fixed for Grid Layout's Justice alignment setting.
    • Undo fix for creating a list.
    • Text inspector performance slightly improved.
    Please check the version list here for change history with dates and full details.
    No updates after June 2023 will be added here to reduce clutter.
     
    Last edited: Jun 2, 2023
  3. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
    Posts:
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    Reserved for later.
     
    Last edited: Mar 30, 2020
  4. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
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    I have bought this and think is really excelent, awesome and amazing, and really is the best font and text asset I have found in the asset store, I have been waiting very long time for something like this to appear and be available for Unity and now is a reality

    This is really very useful and great that apart from having such huge amount of already made 25 high quality fonts for this very small price, is also included the blender file to make your own too.

    I have seen that in the package there is only just only 1 sample scene that is about the awesome typewriter text, but please, where are the other 9 sample scenes?

    BE ABLE TO USE CUSTOM MATERIAL TEXTURES OR SHADERS FOR THE FONT MESH?

    I have seen that is not possible to use any kind of material that includes a texture

    Please, I am missing something and making something wrong, or the fonts may have some problem with the UV?

    When I solve this I will then make a very good positive review in the asset store

    Thanks very much for making this amazing asset and wish you all the best and that lots of people can find this and buy it to use it.
     
    Last edited: Mar 30, 2020
  5. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
    Posts:
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    Hi,
    Thank you very much. I deeply appreciate it. :)

    Could you check if the download was maybe incomplete or it's not the latest version? My guess is you probably need to update it since the scenes were added in a version after your purchase.



    Found the issue with UV mapping. Pushing an update within a few hours. Unity usually approves my updates in less than 24hours.

    Edit: It has been approved already. Unity asset store team is as awesome as ever. The latest version is 1.2.3. Hopefully this version helps you achieve what you are hoping for. Feel free to let me know of any concerns or suggestions. Always happy to help. :)
     
    Last edited: Mar 30, 2020
    SpaceRay likes this.
  6. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
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    WOW!!! This is really an awesome support, Yesterday I asked for help and you answered fast here on the forum, and in less than 12 hours, today there is already available the fixed version to be downloaded from asset store. Thanks really very much for the great help

    I can confirm that now the new package includes all the 10 scenes and that all the fonts are now compatible with any material with textures or shader

    Also think that the 10 scenes included are really great, useful and very helpful to know much more how to use the asset in a good way and it has really much to offer, and this rises even more the already great and huge worth of this awesome asset

    This asset is really gold, or better, diamond value, for all the things that includes and for how easy and fast is to use it

    I like much the scene that includes all the fonts on the floor as this is really very useful and helpful to have to be able to choose and see the fonts that you may want to use.

    I have just added the names of the fonts to the modular text so I can know which one is it by name, and it it very easy to do it as you have just only to write it on the modular 3D text in Inspector.
     

    Attached Files:

    Last edited: Mar 30, 2020
    FerdowsurAsif likes this.
  7. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
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    Glad to know you are enjoying it. A happy customer makes a happy developer.
     
    SpaceRay likes this.
  8. SpaceRay

    SpaceRay

    Joined:
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    455
    Thanks, please, I have two more questions

    1 - TWO COLORS ON THE SAME LETTER?

    How have you been able to put two different colors in the same font letter as shown here below?
    White on top and Red on sides



    Is this a special material or shader?

    Because as far as I know for one mesh you can only add one material, and the material covers the whole of the mesh and so you can not put one color for the top and another for the sides.

    BE ABLE TO HAVE AN EXAMPLE OF MODULES ?

    I have seen the documentation, but I am sorry that I do not understand correctly how to use the modules you have included.

    Please, would be possible if you want and can to include this other demo scene shown here that is about modules?



    Thanks very much and wish that many more people can find this treasure and gem of asset as you deserve all for a great work you have done
     
    Last edited: Mar 31, 2020
  9. FerdowsurAsif

    FerdowsurAsif

    Joined:
    Feb 7, 2017
    Posts:
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    Two colors:
    You can use Shader to achieve that. But in the screenshot, I just put one text with low Z scale on top of another text.

    I had a plan to add some shader effects originally but due to Unity's three render pipelines and asset store rule to support standard render pipeline by default, its hard to manage shaders. Unity said they will make URP default in the near future, I will add shaders after that,

    Modules:
    The scene in the screenshot was originally in the asset & I removed it to clear clutter since some other scenes were using modules. Looks like it was a mistake on my part. Apologies. I will re-add it with a tutorial on modules in the scene and upload a new version to the asset store. Hopefully it will be live on the asset store by tomorrow.


    In the documentation(not the online one, the one in the downloaded folder, 2nd page I think), there is a link to the entire project I made for creating the marketing materials. It's the whole project, not to be imported into another one, not optimized, not organized & occasionally older scenes break after I am done with taking screenshot. Read the readme file in Github. But it contains every tree, texture, scene I make for the asset. Feel free to check them out. Or, just ask any questions. Always happy to help. :)

    Edit: Submitted the new update with modules tutorial (will be available to download as soon as it gets approved. Usually takes less than 24hours in my personal experience. New version is 1.2.4) & the countdown example scene has been modified to similar as the screenshot.

    Edit: The new version is live in the asset store & ready to be downloaded.
     
    Last edited: Mar 31, 2020
    SpaceRay likes this.
  10. SpaceRay

    SpaceRay

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    I think is good to keep the compatibility with Unity 2018 and 2019.2 (not force to use Unity 2019.3 as it is changed much) as then more people will be able to buy it and use it, and if you may want to add a URP version, you can include it as a Unity package inside that you can open only if you are going to use URP

    I like very much and is great and easy that you can change the materials of all the 3D text used on the Module Text script just by selecting one material and WITHOUT having to choose all the letters objects so this is very helpful and useful

    Oh, YES, you are right, if you just duplicate the text object, and then put the Z scale to 0 of the copied one, you can then flatten the 3D and put it on top of the 3D version and it works correctly, sorry I did not think about it.

    640_2_color_text.jpg

    And you can optionally also have a 3 Color version, if you duplicate the 3D version and then lower it below and change the color

    640_2_color_text_tri_color.jpg

    And could be also more possible combinations that could be done

    MODULES SCENE

    Thanks very much also for adding the modules scene, Is good to learn more how it works correctly.

    POSSIBLE ERROR ON MODULE TEXT SCRIPT MATERIAL

    Although I have seen that it seems that it does not work with ALL the materials, with some it works but not with others,

    Thanks very much and wish you all the best
     
    Last edited: Apr 2, 2020
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  11. FerdowsurAsif

    FerdowsurAsif

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    Since there are some awesome shaders already available in the asset store & currently lacking the idea (& knowledge) about some special shader specially for texts, including shaders in the asset is currently in low priority, but still in to do list.

    Yap, the only limit is imagination. I suggest looking into VFX graph & feeding it the mesh built by the asset. VFX graph has some awesome stuff you can do with meshes. I can't share but the first buyer of the asset made an awesome dialogue system with it.


    Always happy to help :)

    Is it not working depending on different materials or in certain conditions.
    For editor, is the "Auto update in Editor" setting turned on? This should be turned on by default.The text only updates to reflect changes only if the "Auto update in Editor" and you have the text selected. This behavior is for performance, not to unnecessarily run a code.

    In playmode, "Auto update in playmode" needs to be turned on to automatically update the text. This is turned off by default. For performance, you should call "UpdateText()" method after making a change instead of autoupdate in playmode which runs in Update().

    I have tested with different materials, with different textures&shaders. Everything seem to work.
    I am currently using it in my project. Here it is using a hologram shader:
    upload_2020-4-1_13-48-48.png

    Thank you too and wish you the best :)
     
    SpaceRay likes this.
  12. SpaceRay

    SpaceRay

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    Thanks very much for your long and detailed answer

    I agree that there are lots of materials already available, and many of them are free (just put "material" on the asset store and put price low to high) and is not needed at all to include any textures or materials in your package

    Yes You are right, I have made a new project with Modular Text and loaded many different materials and shaders, and have to say that ALL of them did work correctly and there has not been any problem. So I was wrong telling you that it was not working and should have tested it more with a clean project.

    Sorry very much that I have done it wrong and did not offer you a way to make you be able to test it yourself on your side and that I myself did not check what was really happening and have a proof of it.

    This looks very good, elegant and well done, great design, what kind of game is it? Is this is for computer or mobile?

    Wish you all there best for you, for your text asset and for your game
     
  13. FerdowsurAsif

    FerdowsurAsif

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    Happy to know its working. :)

    Thank you. It's a computer game named "Severed Moon" designed after a very old game I used to play called "Future Cop LAPD". I originally made the Modular Text asset for this. And later released it in the asset store to fund the game.
     
  14. Radiangames2

    Radiangames2

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    I'm considering getting this asset, as it looks very promising. My one question is the support for other languages: I know the page said it supports English only, but if I convert my own font in Blender, couldn't I export the characters/glyphs necessary to support other languages? I have experience supporting other languages with a custom UI system, so I was just wondering if there was the limitation is just what the built-in fonts support, or if there's some other issue?

    Seems unlikely that it couldn't be customized to support other languages, but just wanted to check. (Doesn't bother me to have to customize it)

    Thanks,
    Luke
     
  15. FerdowsurAsif

    FerdowsurAsif

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    Hi,
    Thank you for your interest.
    Yes, it can be improved to support different languages. I am currently working on it.

    Code (CSharp):
    1. for i in range(ord(u'\u0021'), ord(u'\u007E') + 1)
    This is the code that dictates which characters. Around line 140ish in the asset store version.
    https://unicode-table.com/en/#control-character .
    From this table, first row, just getting the range which desired language characters belongs and replacing u0021 & u007E gives a list of all characters in the new language.(Currently working on doing it via UI). The language in the image is Bangla.
    If you do that, you technically can use it with other languages. But it has some limitations(written below)
    upload_2020-4-4_7-18-20.png

    Exporting it to Unity & just typing works the same as English. It just matches the characters typed and in the font list.
    upload_2020-4-4_7-20-30.png

    But there are couple of large stuff in To-Do list.
    1. No option for right to left or up to down languages
    2. Some languages where the characters that go directly on top of others aren't supported yet.

    These are the limitations I know of. Currently just testing different lanugages with Google Translate(Yikes).

    I am hopeful that I will be able to support other languages out of the box soon.
     
    Last edited: Apr 4, 2020
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  16. Radiangames2

    Radiangames2

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    Great, thanks for the response. Not totally sure I'll use in this project, but I'll pick it up anyway since I want to try more in-world UI, and it's very likely I'll use it in a future project.
     
    FerdowsurAsif likes this.
  17. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    Hi, may I have an example of how it can change the text at runtime? My plan was a countdown number at high speed, example $100,000 countdown to $0 in 3 seconds, is it possible?. Thanks a lot...
     
    Last edited: Apr 9, 2020
    borkyborkbork likes this.
  18. FerdowsurAsif

    FerdowsurAsif

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    Hi,
    You can turn on "auto update in runtime" option and it will check for changes in Update. It is turned off by default to not unnecessarily check for changes on texts you don't need to change.
    upload_2020-4-9_10-23-44.png

    Alternatively, you can call the UpdateText() or UpdateText(string newText) method to update it manually.
     
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  19. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    Thanks for quick reply. May I know how heavy it will take to do the live update? I worry that it will be lagging and won't give good experience to players.
     
  20. FerdowsurAsif

    FerdowsurAsif

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    I don't remember the exact number but it checks about 10 bools & string change in Update when autoupdate is turned on(I will update the exact number in a few hours when I return to computer).
    It's as heavy as the bool comparisons.
    But if you are updating something volatile like Score or that $100,000 countdown to $0 in 3 seconds where value changes are often done multiple times a single frame, Auto-update is better for performance since it won't update the text unnecessarily. Also, turning on pooling helps greatly for performance.
     
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  21. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    Thanks, I can make it 100 changes in 3 seconds. Do you think it's safe enough?
     
  22. FerdowsurAsif

    FerdowsurAsif

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    Np. Yes, you can make as many changes as you want in a single frame. With auto-update, it will only update as necessary.
     
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  23. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    thanks, i will try it asap
     
  24. FerdowsurAsif

    FerdowsurAsif

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    My pleasure :)
     
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  25. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    I'm sorry that I'm making to many questions.
    May I ask one more?

    Is it possible to make to font like this? It's a plan of my game design (mono color will do)
    I have to make it in Blender? or just simple scale it in Unity?
     
    SpaceRay likes this.
  26. FerdowsurAsif

    FerdowsurAsif

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    Always happy to help :) Feel free to ask as many questions as you want.

    New font creation requires blender. Select a font file with the look you want. No need to do anything else. Link to how it's done
    You can set the Z scale inside Unity.
    For the type of positioning of the Typography, uncheck Combine Text , the option is under advanced settings. Should be unchecked by default. That will make the letters separate Gameobjects and you can move them around individually.
    You can drop any material with any shader you want & set the color in the material.
     
  27. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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  28. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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  29. FerdowsurAsif

    FerdowsurAsif

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  30. FerdowsurAsif

    FerdowsurAsif

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    Version 1.3.0 adds the ability to create non-english fonts.
     
    Last edited: Apr 16, 2020
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  31. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    Can you create more fonts? Especially the beautiful typography fonts, please! Thanks.
     
  32. FerdowsurAsif

    FerdowsurAsif

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    Sure. I will add few more built-in fonts in the next update.
    Hopefully next update will be ready by next week.
    I am in the middle of some code changes and adding a 3d progress bar. Can't push update without them.
     
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  33. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    There is an issue that I'm not sure how to fix it. When update text with comma "," it adds a space between the numbers.
    Ex: $5,000,000 => $5, 000, 000
    Do you have any idea how to solve this issue?



    Update: My temporary fix is:
     
    Last edited: Apr 23, 2020
  34. FerdowsurAsif

    FerdowsurAsif

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    Thanks for letting me know. I will look into it and reply ASAP.
     
  35. FerdowsurAsif

    FerdowsurAsif

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    Found a fix.
    upload_2020-4-23_18-24-27.png

    If you e-mail me (asifno13@gmail.com), I can send you the updated script now or,

    I will update the asset to asset store within 3/4 days along with the new fonts you asked for & some other stuff :). You can update it after that.
     
    Last edited: Apr 23, 2020
  36. FerdowsurAsif

    FerdowsurAsif

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    New version (1.3.1) have been submitted to the asset store.

    upload_2020-4-25_17-35-23.png
    New Progress bar

    upload_2020-4-25_17-28-1.png
    New fonts.

    New update fixes the bug.
    The font folder has been renamed to "Fonts". Unity asset updates are sometimes a bit tricky. When updating, the older fonts in "Resources" folder might still be there along with a newer copy in Fonts folder. Remove the resources folder if there are a copy of the older fonts in new fonts folder as well.

    Edit: It's live on the asset store.
     
    Last edited: Apr 27, 2020
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  37. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    awesome, I also have a suggestion of those UI elements that need to have a setting allows to keep original settings instead of forcing user to change the settings of Pressed, Hover....

    My workaround:
    Code (CSharp):
    1.   public class MText_UI_Button : MonoBehaviour
    2.     {
    3.         public bool keepOriginalFormat = true;
    4. ...
    5. }
    Code (CSharp):
    1.  void ApplyeStyle(Vector3 fontSize, Material fontMat, Material backgroundMat)
    2.         {
    3.  
    4.             if (keepOriginalFormat)
    5.                 return;
    6. ...
    7. }
    Code (CSharp):
    1.     [CustomEditor(typeof(MText_UI_Button))]
    2.     public class MText_UI_ButtonEditor : Editor
    3.     {
    4.  
    5. ...
    6.  
    7.         SerializedProperty interactable;
    8.         SerializedProperty keepOriginalFormat;
    9.  
    10. ...
    11. }
     
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  38. FerdowsurAsif

    FerdowsurAsif

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    Thanks for the suggestion. I will add it.
    Maybe something like how the list controls the button Visuals but in the button itself.
    upload_2020-4-28_14-39-38.png
     
  39. FerdowsurAsif

    FerdowsurAsif

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    Going to push a new update soon focusing on
    1. Inspector update: The ability to enable/disable every settings for each list/button.
    2. modules becoming universal, usable by other UI elements, not just texts.
    upload_2020-5-7_6-12-25.png
     
    SpaceRay likes this.
  40. SpaceRay

    SpaceRay

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    Hello, thanks very much for making your awesome asset even better and better, be able to use other different languages is really great, but I am not at all requesting to support any complex languages, just similar like English.

    For example can it support alphabets of Chinese, Japanese, Korean, Greek and Russian?

    All of these are using Left to right, and top to down, the same as English and the alphabet of Greek and Russian is similar in the order and amount to latin alphabet and do not have special characters.

    Diference between modern greek alphabet compared to latin alphabet
    https://www.google.co.uk/search?ei=...hUKEwiJo4eBi6LpAhW8CWMBHRNDDMkQ4dUDCAs&uact=5

    Difference between russian alphabet compared to latin alphabet
    https://www.google.co.uk/search?sou...&ved=0ahUKEwjXxJ3OiqLpAhVs6uAKHcX_DbcQ4dUDCAw

    modern chinese alphabet compared to latin alphabet
    https://www.google.co.uk/search?q=m...WM3OAKHQ4ZAMIQ_AUoAXoECAwQAw&biw=1536&bih=751
     
    Last edited: May 7, 2020
  41. SpaceRay

    SpaceRay

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    WOW!!! These are real awesome extruded 3D fonts! looks really cool, and thought that this would not be posible in Unity 3d, but seems that I was wrong.

    Of course that I understand and know that any new Font must be created in Blender.

    You can set the Z scale inside Unity.

    So with the included fonts you can already do this fonts shown by unity_Zf3d_qzQMfmU3Q?
     
  42. FerdowsurAsif

    FerdowsurAsif

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    Thanks for the encouragement. I have a HUGE list of features in the to-do list.I will try my best to improve it as much as I can.

    If you are one the latest version of text, there is a spot to enter the Unicode character range you want in a font. Just select the first and last character you want and it will include everything inside it. It works the same way as TextMeshPro.

    You can get character range from here: https://unicode-table.com/en/#basic-latin
    Remember to choose a font that has the characters you want. You can google the character range for your language.

    The bigger character range you enter, the longer it takes to process and complexity of the font increases the time aswell. In English, (about 90?) character processing takes 10 to 60 seconds.

    (In the next version going live within a week)
    You can assign multiple character sets to a single font. Those character sets can be multiple language, so that you can have different languages in a single font.


    You can get similar results with the newer included fonts. I can't have the exact fonts in my asset due to not having license for them.
     
  43. Rajiwan

    Rajiwan

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    Hi. I bought your asset about 2 weeks ago and it's great! But I'm having an issue with text that starts with capital "T" character. For example I am writing the word "TunaFish", but all that is visible in scene is "unaFish". If I change "T" to lowercase "t", then I see entire string. When I select the object in the scene hierarchy, it shows each letter cloned individually, WITHOUT the "T", but the Inspector shows the correct "TunaFish". If I use "TTunaFish", then the first "T" is stripped and I get the desired word. I am doing this programmatically using:

    Modular3DText text = (Modular3DText)Instantiate(textPrefab);
    Debug.Log("text=" + name);
    text.UpdateText(name); // name is passed into the method

    The Debug.Log shows "TunaFish". I also tried to set "text.text" and call "UpdateText()" with no params, but still same result. Any ideas?? Screenshot of my Unity is below.

    I could work around the issue by seeing if the first character is "T" and prefixing with ANOTHER "T" which would be stripped, but that's bogus :) ...

    Thanks!
    Rajiwan
    Modular3DTextBug.png
     
  44. FerdowsurAsif

    FerdowsurAsif

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    Hi,
    Sorry to hear about your issue. I wrote the code in my project and everything seems to be working fine.
    The easiest option for fix would be, to remove the asset and re-download it. It's pretty small, shouldn't take much time. It would be the fastest way to cleanup in-case any thing was accidentally modified.

    Otherwise,
    1. Does it happen with different fonts?
    2. In debug mode, you can see the text variable. Is it "TunaFish" also.
    3. If pooling is turned on, are you using any custom modules that deletes game-object.
     
  45. Rajiwan

    Rajiwan

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    Mar 10, 2020
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    Hi thanks for your reply. I tried various fonts and it IS a specific font which is "broken": Orbitron Light. I had upgraded to new version last night, to see if that would fix my problem. Today I see that I had some fonts in "resources", and others in "fonts" folder. I uninstalled/reinstalled as you suggested, and noticed that "resources" folder was removed, and only "fonts" exists, and Orbitron Light is found under "fonts". But even this new Oribtron Light is broken. But I tried about 10 other fonts, and all work properly. And it's not even that Orbitron Light is missing the "T", it does display when it's not the first character in the string, like when I mentioned in original post I had done "TTunaFish" and I could see the proper word. Weird. Did you try Orbitron Light in your testing?? So I could switch to a different font, but Oritron had the "computer like" look that I was searching for.

    Regards,
    Rajiwan
     
  46. FerdowsurAsif

    FerdowsurAsif

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    Hi,
    Glad to know you found the source of the problem. I tried with Orbitron Light and it seems to be working here. Code wise, every font is same. One shouldn't act any different.

    You can try recreating the font.

    1. In your projects window, Right Click, Create>Modular 3D Text>New font
    2. In the new font, Select Oriboton Light in the Font Set field.
    3. Click the create Button

    upload_2020-5-9_2-51-40.png

    upload_2020-5-9_2-52-4.png
     
  47. Rajiwan

    Rajiwan

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    Thanks, recreating the font and creating "My Orbitron" works now!!
    Regards,
    Rajiwan
     
  48. FerdowsurAsif

    FerdowsurAsif

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    Glad to hear it :)
     
  49. tommynanny

    tommynanny

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    Hello, I add the button in my scene and it works great in my editor, but I can't seem to be able to click the button in my iOS build. (So I set normal, selected and pressed visuals for the button, and on my iPhone, if I touch it with my finger, it shows the pressed visual, when I released my finger touch, the visual goes back to normal, but it never triggers the click event. no matter how fast or how slow I touch and released my finger) Any advice would be really appreciated!:(
     
  50. FerdowsurAsif

    FerdowsurAsif

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    Hi,
    Sorry to hear about your problem. Could you verify what version of the asset you are using. Is it version (1.3.1)?
    Assuming it's the that one, I am sending you a script file. It will replace the one in Scripts>UI> folder. Let me know if it fixes the problem.