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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:
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    New version 1.3.2 is live on the asset store.
    - 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



    Edit: If you are updating, I suggest removing the Modular 3D text Folder and then downloading the newer version. There won't be any bugs(I think) if you don't but some folder hierarchy have changed. This is the last hierarchy change.
     
    Last edited: May 16, 2020
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  2. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    bro, it's great to see this asset is being improving day by day, it's a great tool to replace the boring TextMeshPro,
    Btw, I'm not abusing but if you can provide a script that can wrap the text around an object such as cylinder or a cube in both vertical and horizontal directions (or any angel will be great).

    I hope to have this feature soon...

    Example:
     
  3. Ferdowsur

    Ferdowsur

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    I will look into it and let you know as soon as possible. :)
     
  4. Ferdowsur

    Ferdowsur

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    This is what I got.

    I will polish it, check for bugs and push update within 2/3 days

    Can't really curve the button meshes with the current tool-set.
     
    Last edited: May 16, 2020
  5. Ferdowsur

    Ferdowsur

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    There was a bugfix I needed to update, so I pushed a newer version with the current state of the Circular Text.
    I will try to polish it and push a better version as soon as possible.


    New version 1.3.21
    - Fixes a bug with ".", the dot . Looks like it was introducing some other small annoyances.
    - Circular text early version added.
     
    Last edited: May 21, 2020
  6. Ferdowsur

    Ferdowsur

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    I was thinking of ways to juice up Circular Text Layout. And noticed I forgot to include any way to animate not changing texts. With this I think I covered most use cases. Let me know if I missed any. Next few updates will be focused on adding more ways to animate.

    Neon Sign:
     
    SpaceRay likes this.
  7. Ferdowsur

    Ferdowsur

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    Feb 7, 2017
    Posts:
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    Version 1.3.2 has been submitted to the asset store.
    Unless luckily it gets approved today, expect new version after the weekends.


    New 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
     
    Last edited: May 28, 2020
    SpaceRay likes this.
  8. SpaceRay

    SpaceRay

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    hello, Great that you are improving and making it better each time and keep adding more features

    Like much the idea of the animated neon sign, very interesting and cool.

    SHOW TEXT BUTTON ONLY ONCE AND NEVER AGAIN

    As you have many button options on your asset

    Please, can you be so kind to help with something? I want to have a button that has a text and a script, but that this button is only shown once after installing the game, and then after it has been pressed once, it disappears and never again is shown

    I have found this thread, but as I have very little knowledge about scripting I am sorry that I do not understand how to do it.

    https://stackoverflow.com/questions/36611093/hide-button-in-unity3d

    Can you help me? thanks very much.
     
    Last edited: May 28, 2020
  9. Ferdowsur

    Ferdowsur

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    Thank you very much.


    This would work the same way as normal buttons.

    Firstly you need a way to remember that something has happened after the application was closed. A easy way to achieve that would be PlayerPrefs
    Since the only thing you need remembered is a button press, you can simply save a int value.

    1. In Awake() just check the value of your int. If it's 1, don't show the button.
    2. When the button is pressed, set it's value to 1.

    Side note: Before you set int value, it will always return 0.


    Example Code:
    Code (CSharp):
    1. public GameObject myButton;
    2.  
    3.     void Awake()
    4.     {
    5.         if (PlayerPrefs.GetInt("buttonWasPressedBefore") == 1)
    6.         {
    7.             myButton.SetActive(false);
    8.         }
    9.     }
    10.  
    11.     //Assign it to Button OnClick Event. Same as unity UI
    12.     void PressButtonEvent()
    13.     {
    14.         //Sets Playerpref
    15.         PlayerPrefs.SetInt("buttonWasPressedBefore", 1);
    16.  
    17.         //Disables button after clicking
    18.         myButton.SetActive(false);
    19.  
    20.         //Do your stuff here
    21.     }
     
  10. Ferdowsur

    Ferdowsur

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    New sample scene in 1.3.22

    Shoot-new.gif
     
  11. SpaceRay

    SpaceRay

    Joined:
    Feb 26, 2014
    Posts:
    424
    Thanks really very much for fast and detailed answer, I can tell you that it did work correctly although I had to put
    public void PressButtonEvent() for it work

    Now the button only works once the first time and then it gets deleted.

    Again thanks a million for your help

    Cool and great that you can show health reduction of the object, player or enemy in this animated way
     
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  12. Ferdowsur

    Ferdowsur

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    Always happy to help :)
     
  13. Ferdowsur

    Ferdowsur

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    Version 1.3.2 is live.
     
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  14. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    Thanks for new update
     
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  15. Ferdowsur

    Ferdowsur

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    Last edited: Jun 4, 2020
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  16. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    I recommend some Happy Celebration effect like spellings, power/level up, pick up items...
     
  17. Ferdowsur

    Ferdowsur

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    You can select any particle effect you would like for the text.
    I will look into making some kind of animation for the text that feels "Happy/Positive".

    Edit: Haven't been able to put together anything for version 1.3.23. I have something big planned for it. But will take some time.
     
    Last edited: Jun 5, 2020
  18. Ferdowsur

    Ferdowsur

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    Version 1.3.23
    - To Upper Case, To Lower Case Toggle
    - New Particle System Module + Sample Scene
    - Slider & Input string visual update methods now take style options from List just like buttons
    - 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

    - Online Documentation has been moved to new link. Old link will still be updated for a while.
    - Scripting reference change list will now be included in the documentation.
     
    Last edited: Jun 5, 2020
  19. Ferdowsur

    Ferdowsur

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    Working on a tool to create 3D fonts from TTF font files inside Unity. Need to tweak some stuff and will push an update soon (1-3 days).

    upload_2020-6-15_4-59-57.png
     
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  20. Ferdowsur

    Ferdowsur

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    Pushing the new update 1.4.0 within a few hours.

    Here is a tutorial on how to create 3D fonts much faster using the new tool


    Edit: New version has been submitted to the asset store.
     
    Last edited: Jun 16, 2020
  21. Ferdowsur

    Ferdowsur

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    1.4.0 is live on the asset store.
     
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  22. unity_Zf3d_qzQMfmU3Q

    unity_Zf3d_qzQMfmU3Q

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    awesome!

    Mate, may I know where can I find this sample?

     
  23. Ferdowsur

    Ferdowsur

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    This specific Shader is made by Brackey. He makes some awesome Tutorials.


    Link for the hologram shader Tutorial:


    If you are in a hurry and just need the Shader, don't want to watch the tutorial. Link to the whole project: https://github.com/Brackeys/Shader-Graph-Tutorials/tree/master/Shader Graph/Assets
    (The youtube tutorial is pretty informative though, I suggest watching it.)

    Remember to install shadergraph via package manager first if you don't have it installed yet. Depending on which Render Pipeline you are using, you might have it already installed.
    You need the Shaders folder & Textures folder. After importing them create a material using any of those Shaders. Select the textures for the newly created materials. And you got the Hologram Shader.

    If you run into any problem, feel free to let me know. Always happy to help :)
     
  24. Ferdowsur

    Ferdowsur

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    Version: 1.4.01 (Not live yet)
    Scripts have have positioned better for assembly definition files
    Some under-the-hood changes to in-editor font creator. Complex geometries should work a bit faster
    Sliders can now have events based on the percentage left.
    Sample Scene 14: Damage Effects have been updated with new slider feature.

    (New!) Sample Scene 16: Chest

    (New!) Position change module


    Since I am uploading the update in a Saturday, expect new version to be live on Monday/Tuesday.
     
    Last edited: Jun 27, 2020
  25. Ferdowsur

    Ferdowsur

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    Added the new scene(^as seen on the post above) + new modules to create something like a happy achievement celebration.
    The colors are a bit of washed out though and stuff like Particle System isn't of the best quality. I will polish it more later.



    For something like a spellings, power/level up, pick up items I am guessing a status UI float up would be appropriate.

    It's a text prefab with all the modules and settings Set-Up, named "Float Up Text"
    When you want to make it appear, Just UpdateText("+Your Number") and after the time when you want it to disappear, Just UpdateText(""); with empty string.
     
  26. EgoJacky

    EgoJacky

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    Aug 15, 2017
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    Hi Ferdowsur,

    I really like your asset it is really helpful. But I am trying out your new update 1.4 and get some error messages, I can not import new fonts with the new Font Creation Tab. Here are the error messages:

    firestError.jpg secondError.jpg
    I am trying to Import this font: https://www.dafont.com/de/oh-my-baby.font

    I followed your Youtube Tutorial, but the .obj files are empty, do you have any idea what I am doing wrong? Thank you very much!
     
  27. Ferdowsur

    Ferdowsur

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    Hi EgoJacky,

    Sorry to hear about your problem.
    I checked the font and it seems to be working fine. (Link to the obj)

    I have some questions that would help to pinpoint the problem.
    1. Are you having this issue with any other font?
    2. Can you right click the exported obj and select "Reimport". Check if this fixes the issue.
    3. Is your hard drive full?
    4. Which Unity version you are using? The only relevant issue I found was a bug in Unity fixed in Unity 2017.1 version.
    5. (This point is HIGHLY unlikely to happen.) What character range are you using? Unity has a pretty high limit of around few GB each file, I don't remember exact number. Maybe you are surpassing it? the entire english language with all the symbol is just 4ish mb, so this issue shouldn't happen but saying just incase.
     
    Last edited: Jun 28, 2020 at 12:32 AM
  28. EgoJacky

    EgoJacky

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    Aug 15, 2017
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    Hi, thanks for your fast answer,

    1. I tested 2 other fonts still the same problem. (https://www.dafont.com/de/chickens-lovers.font , https://www.dafont.com/de/search.php?q=retrow+mentho)
    2. No reimport of the obj didnt help, I also tried to Reimport your Asset that also didnt help.
    3. No my hard drive is not full.
    4. I am using: Unity 2019 2.4f1
    5. I am using the standard range from "!" to "~", I also tried a range from "1" to "9" but this also didnt work.

    Dont know if this helps but the created .obj is not complete empty there is 1 single triangle^^

    Hope we can solve this problem, Thank you very much!
    EgoJacky
     
  29. Ferdowsur

    Ferdowsur

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    I am looking into it.
    One other thing, are you on Linux?
     
  30. EgoJacky

    EgoJacky

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    No i am on Windows, just tried it with a different computer (also windows) with Unity 2018 3.3f1, still get the same problem.
     
  31. tabulatouch

    tabulatouch

    Joined:
    Mar 12, 2015
    Posts:
    13
    Hello guys,
    Just using your asset for an incoming demo, everything fine in the Editor but when i built the player... boom.
    There are many scripts that are editor-only but are included in the build, therefore not building!!

    Commenting things out doesn't work.
    Please HELP !

    -----

    Assets\Tiny Giant Studios\Modular 3D Text\Scripts\Utilities\MText_Window.cs(12,33): error CS0246: The type or namespace name 'EditorWindow' could not be found (are you missing a using directive or an assembly reference?)

    Assets\Tiny Giant Studios\Modular 3D Text\Scripts\Utilities\MText_Window.cs(14,9): error CS0246: The type or namespace name 'SerializedObject' could not be found (are you missing a using directive or an assembly reference?)

    Assets\Tiny Giant Studios\Modular 3D Text\Scripts\Utilities\MText_Window.cs(30,10): error CS0246: The type or namespace name 'MenuItemAttribute' could not be found (are you missing a using directive or an assembly reference?)

    Assets\Tiny Giant Studios\Modular 3D Text\Scripts\Utilities\MText_Window.cs(30,10): error CS0246: The type or namespace name 'MenuItem' could not be found (are you missing a using directive or an assembly reference?)
     
  32. Ferdowsur

    Ferdowsur

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    Hi, sorry to hear about your problem.
    Delete the asset from your project and redownload it. It will work fine
     
  33. Ferdowsur

    Ferdowsur

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    Hi,
    I downloaded and tried with four different Unity versions, tried multiple PCs with different OS, tried guest user accounts and even had two other publisher take a look. Sorry to say, can't find any clue how to recreate the issue & what might be causing it.

    I wanted to be able to recreate the problem and fix it without disturbing you much. I can give you full refund for the asset if you are rightfully annoyed. :( . Drop me a message at : asifno13@gmail.com with so that I can CC you when contacting Unity Support to process the refund.

    If you are are still interested in the asset and want to work through the issue,
    1. Open a fresh new, empty project,
    2. import the latest version of the asset from asset store
    3. copy this file to Modular 3D Text/Scripts/Editor . Overwrite the existing file.
    4. Then try to create a font.
    5. The new file will keep a copy of the created mesh in the scene. It would be a single parent object with the font name as it's name and have child objects for each character. The child objects should all be at position (0,0,0) by default. Can you confirm that you have them as well. You can move them around to see if they are alright

    It would help pinpoint if the .obj file creation is actually the issue.
    (Edit: If it really is the issue, I can just swap obj exporter to a simple mesh asset exporter)

    upload_2020-6-30_4-9-2.png

    (in the meantime you can use Blender font exporter to create 3D fonts if you are in a hurry.)
     
    Last edited: Jun 30, 2020 at 5:33 AM
  34. EgoJacky

    EgoJacky

    Joined:
    Aug 15, 2017
    Posts:
    10
    Hey,

    your Assets is working on my old mac so I can use it there for the moment, no refund needed. I tried out your workaround with the new Windows file, it worked like you said. It created the meshes inside my scene. Tested it with 2 Fonts, first one worked well but at the second Font (https://www.dafont.com/de/oh-my-baby.font), the little "a" and "b" are missing, dont know if that is the fault of the font or something else.

    Many thanks
    EgoJacky
     
  35. Ferdowsur

    Ferdowsur

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    Glad to hear it.

    This is a bit surprising though I didn't expect the obj exporter to be an issue since it uses a open source popular script used by many. Thought my mesh triangulation was the issue in which field I am not confident at all.

    I will rewrite the code to save the meshes as asset directly with built in unity method instead of converting it into obj just to have one file. Which was the original method anyway. I will send you the updated scripts soon.

    I will add it as a option permanently to the asset so that you get access to future updates. :)

    Edit: The missing letters issue has been fixed. Will add it to update.
     
  36. Ferdowsur

    Ferdowsur

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    Hi,
    I sent you a updated package with a mesh asset exporter. Just choose export mesh as asset

    upload_2020-7-1_11-58-7.png
     
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