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[RELEASED] TextFx - a text animation plugin for Unity available now in the AssetStore

Discussion in 'Assets and Asset Store' started by fenderrio, Jun 3, 2013.

  1. fenderrio

    fenderrio

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    Is this happening during runtime or just in the editor in edit mode? Are you using a legacy ParticleEmitter or a Shuriken ParticleSystem?
    Cheers,
     
  2. Luschie

    Luschie

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    In the editor in edit mode. It is a Shuriken.
     
  3. fenderrio

    fenderrio

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    Ah ok, that shouldn't happen. Thanks for letting me know, I'll take a look at this. :)
    Works fine when you play it in play mode though yeah? This should just be an editor playback visual glitch.
     
  4. Luschie

    Luschie

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    Nope, I checked and it works fine in play mode. Thanks for your help.
     
  5. Zero1222

    Zero1222

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    Hello~When I switch the platform to iOS,the font in the scene becomes fuzzy.The compressed texture in the PVRTC 4bit format is clear in contrast.Can you tell me why~

    Edit:Oh I got the solution,set the texture format to "true color"
     
    Last edited: Apr 29, 2014
  6. fenderrio

    fenderrio

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    Sounds like you've sorted it yourself then :)
     
  7. dabaq

    dabaq

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    Any ETA on playmaker support :)?
     
  8. fenderrio

    fenderrio

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    Hey, thanks for getting in touch.
    I've just created a PlayMaker action to handle calling a TextFx animation object. Grab the script here: https://dl.dropboxusercontent.com/u/15138320/TextFx/TextFx_PlayMaker_Actions.unitypackage
    This will get rolled into the next update, but for now any feedback on it would be appreciated. It's fairly simple at the moment, just taking a reference to an EffectManager instance in the scene, an optional delay variable and an ON_FINISH action. If you can think of anything else you'd like to be able to do within a PlayMaker action, please let me know!
    Cheers
     
  9. fenderrio

    fenderrio

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    Ok, missed an obvious one, the ability to set the text of an animation via PlayMaker action...
     
  10. dabaq

    dabaq

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    thanks ;)
     
  11. dabaq

    dabaq

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    Now I had the time to test it out.
    1. how do I add the script to my playmaker actions?
    2. the way I want to use it is like this: when i destroy a cube, the text animation is called and spawns at the cube.

    Thanks :)

    edit: found out I could just use create object to spawn it ^^
     
    Last edited: May 12, 2014
  12. zuizuimei

    zuizuimei

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    I find it blurry when we use it with NGUI UI camera, any idea to it.
     
  13. fenderrio

    fenderrio

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    Are you using a TTF font or a Bitmap font? If it's a TTF font, try increasing the size of the font, making it a higher resolution. Or if it's a Bitmap font that's blurry, then perhaps the font is too small for the scale you're using it at, and you may need to rebuild your own larger scaled bitmap font; see the documentation for step through guides on how to create your own Bitmap fonts.
    Hope that helps! Let me know if you need any more help.
     
  14. tnaseem

    tnaseem

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    If anyone's interested in seeing TextFX in action, we completed a game for a client some months ago which used it extensively. Enjoy :)



    Tom, this was the game I was working on when I had all those millions of questions early on in this thread :)
     
  15. fenderrio

    fenderrio

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    Thanks for posting that Tarique! Top job on the game, looks really great! TextFx really puts the cheery on top... ;)
     
  16. tnaseem

    tnaseem

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    Thanks :) Was a fun little project to work on and, more importantly, had a happy client!
     
  17. zuizuimei

    zuizuimei

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    thanks very much, i use ttf font,i have find the solution in your document reference.
     
  18. A.Killingbeck

    A.Killingbeck

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    Is this thread still active? I'm having trouble with font settings. Whatever I do, the font is an ugly blurry visual, I need crisp looking text. Any ideas what I'm doing wrong?
     
  19. fenderrio

    fenderrio

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    Hi Andrew,
    If you're using a TTF font, make sure that the font size specified on the actual font itself is of a high enough scale; if you click on the font you're using in your Project panel, and set the font size in the Font Settings then visible in the Inspector panel.
    If you're using a Bitmap font, then it may be the case that you'll need to rebake your font texture atlas with a larger scale font.
    Either way, the problem should be with the font being too small, so you're seeing small letters being scaled up and looking fuzzy.
    Hope that helps!
     
  20. A.Killingbeck

    A.Killingbeck

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    Hi thanks alot, I actually realised that as soon as I posted, which is always the way! I have another question though:

    Your plugin seems to auto add line spacing if any of the letters in the line above would possibly encroach on the next line. For example, if I had a g on the first line somewhere, the next line will start an extra couple of pixels below where it should, I assume it's to try and stop the bottom of the g overlapping any other text, but it just doesn't look correct. And is very noticeable.

    Thanks
     
  21. gamescorpion

    gamescorpion

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    Hey there, having trouble with TextFX. Every time the text is run once, if I dont hit the reset button manually in non play mode via inspector, the text comes all garbled up.

    This is from text that was COPIED (CTRL+D). I'm going to try and make each text induvidually to see if that fixes it. If thats the case then is it safe to assume we can't simply duplicate created text items with TextFX?

    EDIT: Yep, it seems that you have to create a NEW object each time for TextFX and cannot duplicate any TextFX Object or else you'll get issues. Kinda painful if you have a lot of titles in your game, but at least I found a solution. Hopefully this can be added/fixed in a future update??

    EDIT 2: Actually tested again, still buggers up every time I run any animation :(

    Nav
     
    Last edited: Nov 2, 2014
    AnonnyMoose likes this.
  22. eridani

    eridani

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    Is there a way to automatically resize the text depending on different device resolution? I want the text to stretch from edge to edge on all phones, regarding of screen resolution, Android, iOS, iPad, etc... any way to do this through the interface or scripting? Thank you
     
  23. gecko

    gecko

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    I'm having trouble with TextFX inside an NGUI hierarchy -- in some cases, the TextFX object is rendered behind an NGUI sprite, even when the transform location is well in front of the sprite. Any suggestions?
     
  24. gecko

    gecko

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    Also, the text in TextFX looks great in Scene view, but in Game View at runtime, the text does not have any anti-aliasing. Here's a screenshot, showing both in Editor (large) and in game (small inset). Am I doing something wrong?
     

    Attached Files:

  25. AnonnyMoose

    AnonnyMoose

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    @fenderrio - great tool, thanks very much for this. Do we have any way of attaching the Text to the new UI canvas system?
     
  26. AnonnyMoose

    AnonnyMoose

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    Do we have any fix for this? As I am having the exact same issue.
     
  27. gamescorpion

    gamescorpion

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    +1 @AnnoyMoose as the issue is still here for me. It apparently has to do with Dynamic Fonts (Fonts which you change during RUNTIME of the app which have a TextFX Animation on it). I literally cannot ship with this issue so I'm going to have to find some bandaid solution for now :(

    Too bad though, it works fine for text that is not going to be changed at runtime (Ex. Something I dont change via code) with animations on it. But the second I edit any of the text during runtime with code, it buggers all other dynamic textfx items as well.

    Nav
     
  28. AnonnyMoose

    AnonnyMoose

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    What sort of in-code editing are you doing? All I am doing it switching the TextFX items on and off (via IsActive) when I need the menu. Apart from that, I have one score counter, but while its using the same font, its not using TextFX - is that enough to bugger it up? I'm not going to be able to ship with this either, which is a real shame.
     
  29. AnonnyMoose

    AnonnyMoose

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    And to answer my own question: I changed the only font that I do anything with in code (other than activate/deactivate) and no, the problem remains.
     
  30. AnonnyMoose

    AnonnyMoose

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    And now a reply to my reply: I think I have fixed it, in my case anyway. The Font Material was set to Dynamic (in the Font import settings under the font itself, not under TextFX), I forced that to unicode (and double checked it was using the right Font Material in TextFX) and bang, it all renders correctly. Maybe a Unity issue? Or I messed up the first time around - although strange it worked then didn't almost randomly? Lets hope this "fix" is indeed the whole fix....
     
  31. gamescorpion

    gamescorpion

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    I'm Gonna try that now on my end!!! Maybe that will fix my issue too!! :)

    Edit 1: I changed all my fonts to unicode and BUGGERED up my entire project. I then went back (Thank God I keep backup copies of my game so I replaced my fonts with the backup to the previous state of dynamic), and the next thing I tried was copying the fonts and RENAMING them as fontfile_textfx and then importing those ones as unicode only and manually replacing them in the required areas. I believe this should work, but I will have to test heavily to confirm.

    Nav
     
    Last edited: Dec 11, 2014
  32. DougMcFarlane

    DougMcFarlane

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    Anybody have much luck getting this to work with Daikon Forge UI? The only way I can get the TextFX object to display over top of any DF panel is if the panel has the lowest 'Z-Order' setting. But I have multiple overlapping panels, so this
    wont help. I tried placing the TextFX object inside it's own DF panel, but that didn't help. (The panel is topmost, just not the TextFX object). I've messed around the the z order, the z world space values, but nothing affects it.

    A cool feature to add would be a shadow. Just duplicate the geometry, darken it, and offset it. I'm doing this manually for now, but occasionally the shadow goes on top, no matter what z settings I choose. It's like the shadow was created last in the project, so it will *always* be on top. A bonus would be to have the shadow have it's own (optional) animation system - but that's just dreaming!

    Loving TextFX so far, and if I can get it to play nicely with DF I would be much happier. Thanks.
     
  33. gecko

    gecko

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    I had the same problem with garbled text, but changing the font to Unicode solved it (without buggering my project, thank goodness).

    Now I want the text effect to play once and stop. I have the Finish Action set to "Destroy Object" but the effect just keeps looping. Does anyone know how can I make it truly just play once and stop?
     
  34. Paul33993

    Paul33993

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    So is this still supported? I emailed a number of days ago, but didn't get any answers back.

    Saw the demo and think some of the effects would be perfect for my game. However, I have numerous questions:

    1.) Can you use everything with the free version of Unity 4.6? Or are there any shader issues?

    2.) I see mention of Playmaker support above. Was this ever added into a new build? Is Playmaker support fully integrated (I can be flexible on this one).

    3.) I'm using Unity 4.6. Are there issues with TextFX and the new Unity UI?

    Again, I'd love to use this. But I don't want to drop 30 dollars if it's fundamentally broken and useless for me with 4.6.
     
  35. eridani

    eridani

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    Well the asset maker hasn't answered since Oct 7 2014 so perhaps the asset is no longer supported.
     
  36. Paul33993

    Paul33993

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    Yeah. I definitely noticed that. Just wanted to give it an honest effort though. I'm probably about a week away from really implementing these things. I've already come up with numerous alternative solutions that would be just as good, if not better. Still, I really do like a couple things. And was hoping by some miracle things weren't an issue.

    I'll give it a week before moving on completely. Shame.
     
  37. delinx32

    delinx32

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    I'm having an issue with an imported font. The font is all white, and I import it and the font texture looks white, but when I drag the font texture onto the shader the text renders black and I cannot alter the color. Is there anything i can do to get the font to have color?

    Font file:
    font1.JPG

    Settings:
    font2.JPG

    Output:
    font3.JPG
     
  38. fenderrio

    fenderrio

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    Hi delinx32, have you opened the Animation Editor and checked if the colour is being set by your animation Actions?
     
  39. delinx32

    delinx32

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    Yes, I'm using the default floating text animation which seems to be attempting to set it to blue, but that isn't changing the color either. If I use a bitmap font it works fine, but using a .ttf file results in the black text above. I've switched to a bitmap font, but I don't think the quality is as good. I get a bit of pixelation so I'd like to switch back to the .ttf if I can.
     
  40. Haxx0rz

    Haxx0rz

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    Hello! This is a great plugin! I'm trying to use it in my 2D mobile game right now. I have a few questions:

    1. Is there a way I can integrate it with the Unity GUI's Text? Or does it still use the old GuiText?
    2. How do I resize the text according to the screen resolution?

    This is a wonderful asset, but most of my game components are using the new Unity UI. It'll be great if we can apply these effects on the Text. :)
     
  41. fenderrio

    fenderrio

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    Hi Haxx0rz!
    Currently TextFx doesn't integrate with uGUI; it is it's own text rendering system. It's a feature that is currently being developed and will feature in an update in the next month.

    For now though, I'd recommend creating a separate camera for your TextFx animations, putting them on a separate layer and setting the camera to only render that layer. Resolution wise, you should set the Font size in the font settings to be a size that will look crisp at all resolutions at the size you'll have it on the screen, and then use the character size setting in the EffectManager inspector to alter it from there.

    Hope this helps!
     
  42. Haxx0rz

    Haxx0rz

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    Hello Fenderrio, thanks for the advice and the update!

    I was able to use TextFx in our game with your advice, but what happens is that it renders underneath the rest of the UnityUI elements we have on the scene. Is there a way that we can make TextFx stuff render on top of UnityUI?

    We've tried adjusting the Z of our camera and TextFx instances, as well as the depth, but it still renders behind UnityUI components.
     
  43. EmeralLotus

    EmeralLotus

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    TextFx has been super fantastic to use and I'm finding all sorts of applications for it. Thank you for such a great plugin.

    Feature request: If possible, would be so awesome to be able to use TextMeshPro text objects with TextFx.
     
  44. fenderrio

    fenderrio

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    Haxx0rz,
    If you set your uGUI Canvas's Render Mode to use Screen Space - Camera and then assign the camera you're using to render the TextFx animations as the Render Camera, then you should be able to make the animations play in front of the uGUI elements.
    Hope that helps!
    Thanks
     
  45. fenderrio

    fenderrio

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    Thanks rocki! :) Very glad to hear it.
    The next update to TextFx will include support for UGUI (Unity's GUI system) and NGUI. But once the work has been done to support those two, it should hopefully be very little work to add support for other Text rendering systems!
    My list of other systems to support soon after currently includes; TextMeshPro, ToolKit 2D, Typogenic, Text Box & Easy Font.
    Think of any I've missed?!
    Thanks!
     
    BindingForceDev and hopeful like this.
  46. EmeralLotus

    EmeralLotus

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    Wow, that's a dream come true. Many thanks Fenderrio. This package is going to be the single source for text animation that every unity developer has to have in their toolbox.
     
  47. benflock

    benflock

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    hi fenderrio

    returning to this asset seeing the fantastic updates with ngui and ugui - quick thing i'm looking for the bezier curve in the editor and can't seem to find it is it still a feature?

    many thanks

    b
     
  48. fenderrio

    fenderrio

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    Hi benflock,

    The curve positioning option had to be temporarily dropped for the TextFx3.0 implementations, as I was having some trouble getting it to work correctly across the three different setups.

    I fully intend to add this feature in a future update though! Also, all the legacy TextFx 2.0 scripts are still included, so you can still use bezier curves with the older effect setups in the meantime, just not with the UGUI/NGUI stuff for now.

    I'll keep you posted on the forum when the next update is ready.

    Cheers!
     
    hopeful likes this.
  49. fenderrio

    fenderrio

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    Hey guys,
    I'm aware of a few bugs in the latest release (disappearing text, editor errors), which I working on fixes for right now. I expect to push an update out tomorrow evening. Thanks for your patience! :)
     
  50. benflock

    benflock

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    great
    thanks a lot

    b