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"unity"ugui text Implementation of the first line reduction method

My Unity version: 5.3.5F1Just say the right thing.Unity's text component, want to implement the code to get a paragraph, in front of the indentation, let the following characters in turn move forward.Some people think it's simple, and then it's written like this:But those who try will find that if the code is preceded by a space or other tab, it will result in direct line wrapping, rather than the effect we

Unity text implements mouse cursor

. Inversetransformpoint (eventdata.position); Debug.Log (Pointerdownpos); Transitdata.cursor=instantiate (cursor, gameobject.transform); floatNewcursorxpos = Getcursonxpos (pointerdownpos.x- -); Vector2 Newcursorpos=NewVector2 (newcursorxpos+ -,-gameobject.getcomponent2); TransitData.cursor.GetComponentNewcursorpos; Debug.Log (Newcursorpos); } Private floatGetcursonxpos (floatPointerdownxpos) { floatXPos =0; Font Font= Textcomp.font;//resources.load intFontSize

Make digital changes cool up, digital scrolling text widget [Unity]

with another text to display the new value, 2 text from the bottom up to do easing, resulting in like Lao Tiger Machine, The new value animates the old value, and note that each digit is displayed separately using the text component. The forces in our game are fixed in 6-digit numbers, so there are 12 text components

Unity Plugin Ngui Learning (5)--Create a label text mix and click

Create a new scene and follow the unity plugin's Ngui Learning (2) to create the UI Root.Ready to work, make font, now the Project window creates a font folder, and then select the font you want from the system's own font folder, I select Bold, and then drag it to the font folder. Select the font you just imported.The Font size defaults to 16, but the web has seen Size16 appear too small on iOS, so set to 30.Select Ngui->open->font Maker from the menu

Unity, Ugui Text fadeIn

Error wording:Color color = m_text. GetcomponentColor StartColor = new color (color.r,color.g,color.b,0f);Color EndColor = new color (color.r,color.g,color.b,1f);M_text. GetcomponentM_text. GetcomponentCorrect wording: Color color = m_text. GetcomponentColor StartColor = new color (color.r,color.g,color.b,0f);Color EndColor = new color (color.r,color.g,color.b,1f);M_text. GetcomponentM_text. GetcomponentThe reason is M_text. GetcomponentReference: http://forum.unity3d.com/threads/crossfadealpha-

Unity Ugui Picture Adaptive text content size

1.(UI cue box and text) Unity text component needs to be adaptive with image componentthe new UI Objectsto be The Pivot(center point) is set in the image's recttransform , and if you need to fit up to the left, the center point is set in the image and add the Content size Fitter component (placed on the parent object, you can control the size of the parent objec

Unity custom Object Generation for Image and text

2016.4.14Yesterday saw Glaze's Unity3d Institute Ugui an optimization efficiency tips: http://www.xuanyusong.com/archives/4006The code he says is intact:Using unityengine;using unityengine.ui;using system.collections;using unityeditor;using UnityEngine.EventSystems;// /??Unity custom Object Generation for Image and text

Unified management of text in unity projects

(introw =2; Row ) { ObjectKeyobj = sheet. Cells[row,1]. Value; ObjectValueobj = sheet. Cells[row,2]. Value; //Valid Key and value is a null or not. if(Keyobj = =NULL) {Debug.logerror ("Find Key is null. FileName:"+ Fileitem.name +", RowIndex:"+row); return; } if(Valueobj = =NULL) {Debug.logerror ("Find Key is null. FileName:"+ Fileitem.name +", RowIndex:"+row); re

Create text to save data in unity

public void Createyunyd () {GameToolsManager.Instance.effectType = EffectType. Yunyd; Createyunorwu ("Effect/yunwu-yd", Vector3.zero); The public void Createyunzy () {GameToolsManager.Instance.effectType = EffectType. Yunzy; Createyunorwu ("Effect/yunwu-zy", Vector3.zero); The public void Createwu () {GameToolsManager.Instance.effectType = EffectType. Wu; Createyunorwu ("Effect/wu", Vector3.zero); } Public Gameobject Createyunorwu (string Path,vector3 VEC) {g

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