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Prime31 UIToolkit Multi Resolution GUI Solution Ready for Use...and it's free

Discussion in 'iOS and tvOS' started by prime31, May 3, 2011.

  1. prime31

    prime31

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    Oct 9, 2008
    Posts:
    6,426
    Checkout the latest push. It fixes the mystical disappearing scroll views.
     
  2. Ben-BearFish

    Ben-BearFish

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    Sep 6, 2011
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    Ok, so the problem is that if the player starts off in a portrait mode and the game starts off, the buttons/UI stays in portrait mode when our game is in landscape mode only. Has anyone else had a problem like this?

    Is there a way to reset all the UI's positioning?

    EDIT:

    Anyone else with this problem, it's a Unity bug. Here is the solution:
    http://forum.unity3d.com/threads/137295-Fixed-AppController.mm-for-3.5.2

    EDIT 2:
    It looks like in the Unity 3.5.3 update this issue was fixed.
     
    Last edited: Jun 30, 2012
  3. pweeks

    pweeks

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    Mar 29, 2011
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    ahh yeah...the zero velocities fix! knew i forgot one
     
  4. werneroi

    werneroi

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    May 13, 2012
    Posts:
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    @prime
    Hi
    T H A N K Y O U!!!!
    may you live long and prosper, may you make millions of great apps and may you be happy for most of the time!
    i finally have a full working swiping menu!!!!!
     
  5. werneroi

    werneroi

    Joined:
    May 13, 2012
    Posts:
    26
    hi guys
    An Atlas question
    i have been using an atlas i made in texture packer and it works fine, now i am trying to change something in the atlas, i make a new one, import it, set it to have an iphone override of 2048 (just like the old one) and then reference the UItoolkit to the new atlas but it all comes garbled and wrong.


    if i add another element to the old atlas and resave it works fine, but when i change something that changes the layout of the atlas then it gets all weird. in the UImaterial it shows up fine!

    i have the sd hd turned off.

    what am i missing?
     
  6. pushbyte

    pushbyte

    Joined:
    Apr 1, 2012
    Posts:
    9
    Is there a simple way to limit lines of text shown on screen at once? I want to create a basic dialogue box that shows three lines of text at a time. If there are more than three lines, the box will show the first three, wait until the player presses "next" and then display the remaining text. I can come up with some involved ways of handling this that require me to hack at the UIToolkit source code, but if there is some way to achieve this using built-in functions, that would be great.

    Edit: So, after looking through the Github source and the examples, I believe using a ScrollableContainer with scrollTo() should allow me to "hide" the overflowing text and then jump to the specific position. I've had to modify UIText and UITextInstance to return the calculated total line height, which I can then use to figure out how tall the ScrollableContainer should be.
     
    Last edited: Jun 30, 2012
  7. gameDEV1

    gameDEV1

    Joined:
    Jan 11, 2012
    Posts:
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    HI friends,
    I using UIToolkit , but i am geting issues in multi Resolution. the buttons overlap. please guide me how to fix it.

    code:
    Button1 = UIButton.create(game.mainMenuUIToolkit,"im1.png"," im1.png",0,0,2);
    Button1 .positionFromTopLeft(0.05f,0.03f);
    Button1.centerize();

    Button2 = UIButton.create(game.mainMenuUIToolkit,"im2.png"," im2.png",0,0,2);
    Button2.positionFromTopLeft(0.15f,0.06f);
    Button2 .centerize();
    Button3 =UIButton.create(game.mainMenuUIToolkit,"hh.png"," hh.png",0,0,2);
    Button3 .positionFromTopLeft(0.25f,0.09f);
    Button3.centerize();

    Thanks
     
  8. pweeks

    pweeks

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    Mar 29, 2011
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    you say you're overriding to be 2048? inside of unity? is the atlas itself actually 2048x2048? any garbled atlas issues i've had have either been because the atlas size did not match the import settings, or it got saved out non square (like 1024x512)
     
  9. SyDaemon

    SyDaemon

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    After browsing through as much of this thread as I practically could, I couldn't find anyone else having the same issues.

    The problem I'm facing is also to do with objects with alpha stacking on each other. They appear like this even in the example panel scene:



    The corners of the buttons are supposed to be rounded off but the transparent parts are visibly black in colour. This only happens when deployed onto the iPhone and appears fine when running on the editor.

    Is there some setting that I'm missing? Judging from some of the screenshots I've seen, no one else appear to be having this issue.

    Edit: I've also noticed that this typically happens only when the objects stacking on each other are from the same altas. I can split them up into different atlases as a workaround but that's introducing additional draw calls.
     
    Last edited: Jul 6, 2012
  10. pweeks

    pweeks

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    two things come to mind...the shader being used on device (usually not the same as in editor) and sorting. It also looked like in the screenshot that you exported from texture packer with options only supported in the paid version, don't know that it would be the cause, but I'd start with that, then look at the shader, then look at sorting
     
  11. SyDaemon

    SyDaemon

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    Hi pweeks,

    Thanks for the reply.

    The shader used in the example scene is from the toolkit itself: UIToolkit/Alpha Enabled (Default)

    I'm not knowledgeable with shader code but do you mean that the shader might be unsupported on mobile devices?

    Regarding the texture, it's also from the toolkit, so I wouldn't know if it's exported from the paid features of texture packer or not.

    I'm intrigued by your comments on "sorting" though. Do you mean the way the UI elements are layered? From what I can tell, the children to the UIVerticalPanel are always placed at a +1 zIndex from the panel itself.
     
  12. icywater

    icywater

    Joined:
    Jul 13, 2012
    Posts:
    1
    Love UIToolkit!

    However, could someone help me animate my UIText? I want to use something similar to scaleTo() but for UIText objects. So when my player gets damaged his health points will "pop up" a bit.

    Thanks in advance.
     
  13. LaughingGull

    LaughingGull

    Joined:
    Jul 8, 2012
    Posts:
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    I am using a raycast to select objects or deselect them. My problem is that is I have a UIToolkit btn over an object the raycast selects the object instead of clicking the button. Does anyone have a solution for this? I tried searching the Unity forums but since they've changed it only directs me to page 1 of this long thread. :(

    Any and all help would be awesome!

    Thanks!
    Jason
     
  14. Ves

    Ves

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    I am also having this issue... any solution would be greatly appreciated.
     
  15. Ves

    Ves

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    Is there an easy way to hide UI objects? I've constructed a menu item that contains a scrollable vertical area with stuff inside. The background is a sprite, and I can hide that, but all the other elements are still visible and usable. Is there a function to hide a set of stuff?

    Thanks.
     
  16. Casio

    Casio

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    Jul 16, 2012
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    Does anyone see anything wrong with this code to display some text using UIToolkit? I am getting the individual UISprites created in the hierarchy when running but no text is displaying. I have setup two atlas and verified the atlas reference is correct by adding a uiSprite of it. The characters are not displaying no erros and the gameobjects are being created when run. I have the princessfont.png stored in the UIFont atlas and all .json files loaded properly. (tested by referencing a uiSprite). So if I display princessfont.png as a uiSprite its all fine, but if I use the uiText.addTextInstance I receive nothing.

    //TEXT ELEMENTS
    //One uiText for all text elements using this font and atlas
    var x = UIRelative.xPercentFrom(UIxAnchor.Left, 0f, 0f);
    var y = UIRelative.yPercentFrom(UIyAnchor.Top, 0f, 0f);
    uiText = new UIText(textToolkit, "UIFont", "princessfont.png");
    titleText = uiText.addTextInstance("abcdefghijklmnopqrstuv\nwxyzABCDEFGHIJKL\nMNOPQRSTUVWXYZ123\n4567890!@#$%^*()", x, y);
     
    Last edited: Jul 16, 2012
  17. Casio

    Casio

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    From what I am aware of you have to set a .hidden = true property on each element. Also it is helpful to .disabled = true just to be sure.
     
  18. Ves

    Ves

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    Hmm, I can't find a disabled option on the elements. With hiding each element, however, I get strange scrollable layout artifacts much like https://github.com/prime31/UIToolkit/issues/109 as seen in their video http://www.screencast.com/t/F5xv03JoUll.

    @Casio, off the bat, I could ask whether or not you changed the json file to a txt file in order for Unity to render it as an asset? Also, is your UIFont atlas the one that is being referenced in the texturePackerConfigName of your UIToolkit.cs script?
     
  19. Casio

    Casio

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  20. Casio

    Casio

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    Yes. I have set the .json file UIFont.json to UIFont.txt as well as the princessfont.json to princessfont.txt and all is loaded in the resources folder. The UIFont is the one referenced on the UIToolkitText manager. I can display the sprite by calling the line:

    var animatedSprite = textToolkit.addSprite("princessfont.png", 0, 0, 1);

    but when I use the uiText nothing shows up.
     
  21. Casio

    Casio

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    Jul 16, 2012
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    Ok - I fixed it - looks like I didnt have enough sleep to work effctively... Just cleared some things and did a fresh take on it (boy I was stuck on this for the weekend - I should have just slept.) I have two other projects with text working well so it was driving me nuts.

    Original code:
    uiText = new UIText(textToolkit, "UIFont", "princessfont.png");

    SOLUTION:
    uiText = new UIText(textToolkit, "princessfont", "princessfont.png");

    princessfont.txt was the .fnt file for princessfont.png which is embeded inside the UIFont.png/UIFont.txt.
     
  22. BrendanKZN

    BrendanKZN

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    Jun 22, 2011
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    Hello, I'm loving this UIToolkit. Thanks so much for making this possible! I have a question which might be a bit simple but I'm still trying to figure all of this out. I make 3 buttons, centerize them then add them to a vertical container, then I center the container and its centers from the top left of the first button in the row. What am I doing wrong here. Thanks!
     
  23. mrKaizen

    mrKaizen

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    Feb 14, 2011
    Posts:
    139
    Hi
    I use the new PlaySpriteAnimation and I see that my animation never stops, the loopCount doesn't count, as others find out and post here on the forum.
    I think it's just a bug: in UISpriteAnimation class, row 36, I changed this:

    Code (csharp):
    1. while( _isPlaying  ( loopCount >= 0 || loopCount == -1 ) ){...}
    to this:
    Code (csharp):
    1. while( _isPlaying  ( loopCount > 0 || loopCount == -1 ) ){...}
    so when loopCount is 0, the while cycle stops and so the animation.

    I copy this post on Github, here.
     
  24. mrKaizen

    mrKaizen

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    Feb 14, 2011
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    Hi,
    another one: I saw that any methods of the new version of the UIRelative class that contains "Pixel" doesn't work anymore - yPixelFrom/to and xPixelFrom/to.

    The old one calculates the value based on Screen dimension, the new one does nothing like this.
    Is it me, or is it just broken?

    (Issue 118 on github).
     
  25. mrKaizen

    mrKaizen

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    ..I am trying to do the same (today or maybe on the week end), let's see if I will figure it out (and save also your day) -_^
     
  26. Damocles

    Damocles

    Joined:
    Jul 21, 2012
    Posts:
    46
    So I recently found UIToolkit and thought I'd give it a try, but have almost immediately hit a problem (perhaps even a bug)...

    I have this simple code:
    Code (csharp):
    1.  
    2. UIToggleButton btn = UIToggleButton.create("addWall", "addWallHover", "addWallHover", 0,0);
    3. btn.centerize();
    4. btn.positionFromTopLeft(0.5f, 0.5f);
    5.  
    The button appears centered, until I shrink the unity window down and I see it is in fact anchored to the top left still. See here. I tried calling btn.refreshPosition(), but that was no help.

    Is this a bug or am I missing something obvious?
     
  27. True_Amon

    True_Amon

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    Jul 3, 2012
    Posts:
    3
    Hello everyone in the community,

    I recently found UItoolKit and is freaking out my mind... too cool :)

    I have a maybe "minor" issue.
    My console is in Japanese, therefore i need to use a Japanese character set in visible resolution for IOS.
    Now the biggest problem is that i have to use "all" the characters, and being over 5000 chars, is quite a problem.

    Now i used AngelCode Bitmap Font Generator for creating a dynamic font map, all the character in several picture.
    However UIText need to have all the character in one picture.

    Then ok i create only one Picture 2048x2048 with all the Chars on it.
    The chars have a font size of aprox. 16/18Points then i plan to adjust the size to 30 (maximum size needed) by Uitext.scale.

    I try to use straight the example in UIToolKit (TextManager) i simply replace the original font sources whit my material (.fnt file, .png file and the TexturePacker's Jason) and run the script.
    No error occur in debug, but simply i can't see any font, any idea why??
    in attachment there is my scene with the maps.

    Moreover will this be enouph to scale the Font?
    Code (csharp):
    1.  
    2. var newSize = new Vector3 ( 30, 30, 0 );
    3. text1.scale = newSize;
    4.  
    If anyone as an answer it would be very appreciated, and if someone knows a better way to handle all Japanese characters with a bit of change on re-size it it would be welcome.

    Thanks everyone!
    Amon
     

    Attached Files:

  28. True_Amon

    True_Amon

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    Jul 3, 2012
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    Hello Everyone,

    Does UIText have a limitation on numbers of characters on a Picture?
    Because i did a test with only Latin letter (+/-95 glyphs) and everything is ok, but when i put a map with Japanese chars (7000+ glyphs) i get the error message:

    IndexOutOfRangeException: Array index is out of range.
    UIText.loadConfigfile (System.String filename) (at Assets/Plugins/UIToolkit/UIElements/UIText.cs:135)
    UIText..ctor (.UIToolkit manager, System.String fontFilename, System.String textureFilename) (at Assets/Plugins/UIToolkit/UIElements/UIText.cs:86)
    cockpitText.Start () (at Assets/Scripts/cockpitText.js:11)

    on line 135 of UIText.cs there is:

    Code (csharp):
    1.  
    2. _fontDetails[idNum].charID = new int();
    3. _fontDetails[idNum].charID = idNum;
    4.  
    and right above:
    Code (csharp):
    1.  
    2. if (idNum == 145 || idNum == 146 || idNum == 147 || idNum == 148)
    3.     hasLowAsciiQuotes = true;
    4.  
    Does UIText works only with Ascii? or anyone knows where is the problem?

    Thanks
    Amon
     
  29. frozenoj

    frozenoj

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    Sep 6, 2011
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    How can I call a function when the a UIToggleButton is pressed?

    part of my script:
    causes errors.
     
  30. C$E Luffy

    C$E Luffy

    Joined:
    Jul 25, 2012
    Posts:
    1
    Hello..
    I want to display time using UIToolkit. How can i do that?
    i tried changing text in update function but it reduced fps..
    is there any other way????
     
  31. hernaez

    hernaez

    Joined:
    Aug 16, 2010
    Posts:
    19
    Hey Guys,

    I have a bug with rendering objects with UIToolkit. Sometimes it will render the letters of a text halfway and other UIsprites won't render also. There's a trick I do to get them to render and it's to change the order of the execution code so I guess it has to do with a skip frame when rendering?

    I was wondering if you have found this bug too and what there's to do about it. It might have been fixed before but we are currently working with an old version of UIToolkit and it's a bit customized, so we can't just pull in all the changes in the repo.

    thanks in advance!
     
  32. emannazir

    emannazir

    Joined:
    Jan 28, 2012
    Posts:
    138
    hey i am new to unity 3d. i am having some problems like i set the background using GUI then i imported some animated buttons and applied texture and put them into the scene now the problem i am having is my buttons not showing up on background they are behind the background :/ why?
     
  33. pweeks

    pweeks

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    Mar 29, 2011
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    I've found that UIToolkit doesnt play well in the Editor unless you have the editor set to "maximize on play"
     
  34. pweeks

    pweeks

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    Mar 29, 2011
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    104
    having issues with horiz scrollers still, so updated to your latest push, and merged my changes that havent been merged to main branch, nothing major, things like text children on sprites, making sure to hide all children, etc...however...horiz containers are still totally borked.

    just a heads up and i'll send a pull request when i find the bug

    EDIT: the problem lies in setting the Time.timeScale to 0, which we do when we pause our game. If timeScale is set to 0, the scrolling containers will generate NaN's for velocities and the whole thing blows up. Also seems like button presses are not passed through to callbacks if timeScale is 0, not sure why, havent looked into it, yet.

    EDIT: containers will not see presses if timeScale is 0 due to the yield WaitForSeconds in checkDelayedContentTouch...you can either set timeScale to something like 0.0001f or manage the time using RealTimeSinceStartup.
     
    Last edited: Jul 28, 2012
  35. pweeks

    pweeks

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    sounds like depth ordering issues...try setting the zIndex values
     
  36. pweeks

    pweeks

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    if the items with transparency on the corner drew first into an empty back buffer and blended to a black background vs blending on top of the background, i think you could get the effect you're seeign
     
  37. Casio

    Casio

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    Jul 16, 2012
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    28
    UIToolkit UIButton Touch Touch Debug Wierdness in Game Simulator on Windows

    I have a very strange thing that occurs only on my Windows machines when working with UIToolkit. The touch is not only not working on most of the gamescreen but it also doesnt debug highlight in the engine. :roll:

    I am attaching a screenshot so you can see the oddity of the touch interface issues. Using UIToolkit and appears everything is working properly when deployed to devices and when I test on a Mac version of Unity. When I am on my Windows machines I only get 30% of my screen where the touch is detected when testing. Its been driving me crazy for a while and causing my testing to be much longer than it needs to be. It doesnt appear to be anything with layering as when I switch over to the Mac its fine with the exact same project loaded.

    Has anyone seen this? :-| I know I have seen some strange things with the screen not set to 1024x768 and maximize on play, but I am doing that. I also force in code the screen size to 1024x768.

    Whats in the screenshot:
    - you can see the touch debug info for the UIButtons highlighted in yellow.
    - Green border I drew in for emphasis - but you can see in the green area that all touch is being detected and working properly.
    - Red border I drew in for emphasis - this area is where the touch doesnt work and touch debug is off as well - you can see how the debug is being shown for items off to the right along some wierd divider down the screen. That will follow an item down the screen if I move them in gameplay.

    Has anyone seen such wierdness? :roll:
    Is this some odd setting in the UIToolkit I am missing?
    Is this some odd setting in Unity3d project on Windows?

    Using latest copy of UIToolkit.
    My windows desktop is 1360x768My game is forced to 1024x768
    I maximize gameplay window on play.
    I undock the gameplay window and maximize typically before launching into game simulation mode.
    Running latest Unity and Windows 7.

    $UIToolkitTouchWierdness.png
     
  38. order66

    order66

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    Apr 17, 2012
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    150
  39. frozenoj

    frozenoj

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    Sep 6, 2011
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    How can I pause my game but let the UI Animations finish?

    Also, does anyone know why the my sprite's colors look distorted? The UIToolkit Alpha enabled shader for some reason is causing this problem. On the non alpha enabled shader, the colors look ok, but there are black pixels (because there is no alpha).

    Thanks in advance!
     
  40. pweeks

    pweeks

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    Mar 29, 2011
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    if you're setting Time.timeScale to 0, you'll need to come up with a different solution. If the animations are based on the time changing, and you are setting it to 0, they obviously wont update. You'd need to instead add a "pause" variable that you would enable/disable, while leaving timeScale set to 1 and then checking where you need/want to, to not update if your "pause" variable is true.
     
  41. subvertio

    subvertio

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    Dec 3, 2010
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    I'm sorry if this has already been addressed but I can't seem to find the answer. I am just doing a simple Button up and button down and trying to place it at 0,0 just as in the video on Youtube.
    I followed the directions with the TWO gameObjects UI and child of UIToolkit with the appropriate scripts attached.

    Everytime I attach my OWN JSON sprite sheet I get the following message:
    But as soon as I attach the Example JSON sheets such as kitchenSinkSheet it goes away. I don't even have a script creating the buttons yet either. I have been digging through this forum thread and I am guessing some things have changed with texture packer or UIToolkit but its a huge thread. It is like something is wrong with my JSON sheet but I am not sure what. I do have extension as txt too.

    I have the settings in the Example project the same too and the example works fine...
     
  42. subvertio

    subvertio

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    I didn't put it in the RESOURCES directory. BLARG!

    Anyway Prime31 your stuff is great!
     
  43. Visloc

    Visloc

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    Jan 17, 2012
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    6
    Hi,
    How i can put a background with UIToolkit?
     
  44. LaughingGull

    LaughingGull

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    Jul 8, 2012
    Posts:
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    To Place a Background just use a sprite and scale it to match the size of your BG, that is what I have been doing. Hope that helps.

    Cheers,
    Jason
     
  45. LaughingGull

    LaughingGull

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    Jul 8, 2012
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    Looking for a way to remove a child from a Horizontal scrolling container. Anyone know how? I know how to add one and when I remove one it works but when I go to add it again I get an error saying it does not exist anymore. I need to to be removed from the list and added back as I am making it for an inventory and so it cannot always be present.

    Any help would be great!

    Cheers,
    Jason
     
  46. pweeks

    pweeks

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    Mar 29, 2011
    Posts:
    104
    Code (csharp):
    1.  
    2.             if (mPowerUps[i] != null)
    3.             {
    4.                 mPowerUpScroller.removeChild(mPowerUps[i],true);
    5.                 mPowerUps[i].destroy();
    6.             }
    7.             mPowerUps[i]=UIButton.create(mUIMgr.Buttons,powerUpNames[i],powerUpNames[i],0,0,-5);
    8.             mPowerUps[i].userData=i;    //which one?
    9.             if (i==0)   //just bacon for now
    10.             {
    11.                 mPowerUps[i].onTouchUpInside += mUIMgr.PlayButtonSound;
    12.                 mPowerUps[i].onTouchUpInside += ActivatePowerUp;
    13.             }
    14.             var text = mUIMgr.mText.addTextInstance(""+PickupManager.GetInstance().GetValue(pickupNames[i]), 0, 0, 1.0f, -15, Color.white,UITextAlignMode.Center,UITextVerticalAlignMode.Middle);
    15.             text.parentUIObject = mPowerUps[i];
    16.             text.positionCenter();
    17.             mPowerUps[i].addText(text);
    18.             mPowerUpScroller.addChild(mPowerUps[i]);
    19.  
    20.  
    theres a snippet i use that works with no problems
     
  47. LaughingGull

    LaughingGull

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    Jul 8, 2012
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    Awesome, so basically I was doing it correctly but I just need to re-create the button once I remove it and re-attach it to the container. Is that correct?

    Thanks for the help :)

    Cheers,
    Jason
     
  48. frozenoj

    frozenoj

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    Sep 6, 2011
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    79
    When I display text over a sprite on the iphone, the transparency interferes with the sprite behind it. It is almost as if the text is poking holes into the sprite. This is because the sprite doesn't show through the transparency.

    This only happens on the iphone, not on my mac. Is there any way to stop this?
     
  49. pweeks

    pweeks

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    Mar 29, 2011
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    104
    if you are destroying the child that you're removing then yes you need to recreate it. the "true" in the removeChild() call also removes the child from it's own manager. Theoretically you could call removeChild(child, false), and the object would stay alive, negating the need for the destroy and recreation
     
  50. LaughingGull

    LaughingGull

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    Jul 8, 2012
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    Interesting, I've tried it both ways and it seems to do basically the same... maybe I need to mess with it some more, or possibly another bug in the latest release of the addon?

    Thanks for all the help :) I'll try these suggestions!

    Cheers,
    Jason

    FROZENOJ - are you telling the BG and text to be at different Z depths?