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Modular 3D Text - Complete ingame ui sytem

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

  1. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76

    Forum-Head.gif



    Modular 3D Text is a tool to easily create texts as 3D meshes along with a complete 3D UI system.

    It allows your to spice up boring native 2D UI with 3D in-game UI that can interact with your game directly.
    Just right click in scene hierarchy and create 3d UI just like creating a cube.
    With inspector similar to Unity's own UI, spend less time learning and just get down to making games.



    Compability

    ☑ Supports all render pipeline. Just select ANY material and it would work.
    ☑ Unity version: 2018.4.10+

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


    Easy Effects with Modules
    ezgif.com-optimize.gif
    Modules Provide a easy way to add effects for individual characters on creation and deletion && UI events.
    Just drag and drop pre-made modules or create your own.
    Documentation includes sample on 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



    ▩ Fonts
    307a0b9d-3370-4d9b-b88b-c8a9110126f3.png
    ⛶ Includes 50+ ready made 3D fonts.
    ⛶ A tool to create 3D Fonts for any language from a TTF file. It was built with the sole purpose of being easy to use for anybody.. Takes less than 30 seconds.
    Also Includes a blender file with script to create a complete 3d font from any font file easily. Designed to give complete control over topology and optimization to the experienced user.



    Sample Scenes

    15 simple sample scene to get acquainted with the asset and example use cases to get inspired.


    Pooling
    Includes hassle free built-in pooling solution which can be enabled/disabled with a single click on the inspector of any text.


    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.
     
    Last edited: Jun 27, 2020
    GLID3R82, SpaceRay and Neviah like this.
  2. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    Version History:
    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
     
    Last edited: Jun 5, 2020
  3. Ferdowsur

    Ferdowsur

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    Reserved for later.
     
    Last edited: Mar 30, 2020
  4. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
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    424
    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. Ferdowsur

    Ferdowsur

    Joined:
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    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

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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
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  7. Ferdowsur

    Ferdowsur

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    Glad to know you are enjoying it. A happy customer makes a happy developer.
     
    SpaceRay likes this.
  8. SpaceRay

    SpaceRay

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    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. Ferdowsur

    Ferdowsur

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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
  11. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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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    Aug 22, 2012
    Posts:
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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. Ferdowsur

    Ferdowsur

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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.
     
    Ferdowsur 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
  18. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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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    thank you
     
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  28. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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  29. Ferdowsur

    Ferdowsur

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  30. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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. Ferdowsur

    Ferdowsur

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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

    Joined:
    Feb 26, 2014
    Posts:
    424
    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. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    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

    Joined:
    Mar 10, 2020
    Posts:
    3
    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. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    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

    Joined:
    Mar 10, 2020
    Posts:
    3
    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. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    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

    Joined:
    Mar 10, 2020
    Posts:
    3
    Thanks, recreating the font and creating "My Orbitron" works now!!
    Regards,
    Rajiwan
     
  48. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    Glad to hear it :)
     
  49. tommynanny

    tommynanny

    Joined:
    Jul 18, 2018
    Posts:
    2
    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. Ferdowsur

    Ferdowsur

    Joined:
    Feb 7, 2017
    Posts:
    76
    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.
     
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