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Messages - Dzxyan

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1
Support / Re: textmesh support chinese font?
« on: July 21, 2014, 08:38:25 am »
It depends how big your font is and how many characters you need. If you need super high resolution bitmap fonts with all the CJK glyphs, then that wont be a good idea. If your fonts are fairly low resolution, and/or you only need a subset of characters, that will work fine for you. If you need dynamic fonts you're better off using Unitys text mesh.

if using textmesh by unity, i will face a problem that order in layer will affect the textmesh and i can't see it clearly
it will always behind my 2dtoolkit sprite

2
Support / Re: textmesh support chinese font?
« on: July 10, 2014, 03:35:50 am »
If you want to use dynamic fonts you'll have to use unity built in textmesh, the tk2dTextMesh only supports bitmap fonts.

if bitmap fonts. then how can use it?
alot of bitmap font need to create?

3
Support / Re: textmesh support chinese font?
« on: July 09, 2014, 11:30:46 am »
It supports chinese fonts, but you will have to deal with the size of the font atlas. tk2d text mesh doesn't support dynamic fonts.

Any way to do it?
I'm not sure about it
i think cannot use bmfont to create it,
file is huge for that

4
Support / textmesh support chinese font?
« on: July 09, 2014, 10:47:55 am »
textmesh support chinese font?
i try use chinese font,
but i realise it will be huge files and maybe not work,
any help?

5
Support / Does text mesh support chinese font?
« on: June 24, 2014, 08:22:14 am »
Just like topic title
Does text mesh support chinese font?

6
Support / Re: Sprite auto rotate in iOS
« on: June 12, 2014, 02:38:49 am »
i don't know why it happen, what i can do is delete the old sprite collection,
build a new , and disable rotate in settings,
that fixed!
But i just don't figure why it happen.

7
Support / Sprite auto rotate in iOS
« on: June 11, 2014, 10:17:07 am »
My sprite collection in android show fine for all sprite,
but when i open in iOS, some of sprites become rotate,
how to fix it?

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