About Dylan Wolf

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Four ways to handle UI text in Unity

While converting some old 2D Toolkit-based Unity code to plain vanilla Unity recently, I ran into a conundrum: Unity’s got great support for standard font formats, but still isn’t quite up to par with tk2d’s support for building fonts from spritesheets.

An example of a sprite font

An example of a sprite font

It’s a minor issue–after all, it’s easier and more legible to drop in an existing font–but I wanted to keep the hand-drawn look.

So, I fell down the rabbit hole of cataloging the different options Unity provides for UI text (including TextMesh Pro, recently acquired by Unity and built in to 2018.1). While my knowledge of typography is pretty shallow (and it seems to be a rather complex topic), this should give you an idea of what’s out there and why you might want to use it.

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Upcoming Panels (September 2017)

Anime Weekend Atlanta, September 28-October 1, 2017

  • RPG Maker Scripting Crash Course (Saturday, 7pm, CGC 106) – Learn the basics of customizing your RPG Maker VX Ace game using Ruby scripting.
  • Otaku Board and Card Gaming (Saturday, 5:30pm, CGC 105) – A discussion of tabletop games that were either originally designed in Japan or have otaku-related themes. We’ll also talk about a bit about types of mechanics/genres these games fit into.

DevSpace, Huntsville, AL, October 13-14, 2017

  • Game Dev for Business Developers – With the rise of engines like Unity, the languages and tools available for game development often overlap with those used in web and desktop development. Conceptually, however, it’s a completely different world. We’ll discuss some of the key differences to help ease the transition into the world of hobbyist game development.
  • Finishing Your Unity Game – For game jammers and hobbyist devs, the process of releasing a game may seem like an afterthought compared to designing and building it–right up until you realize everything you need to do before you can finally click “Build” or “Submit”. This session will cover the easy-to-forget steps and last-minute decisions so you can plan ahead.

Using Source Control with RPG Maker VX Ace

I mentioned in my intro to RPG Maker scripting post (and in the panel that’s based on it) that you can use source control systems like Mercurial or Git with RPG Maker VX Ace, allowing you to take periodic snapshots of your work.

(First, you’ll want to read a tutorial about how your chosen source control system works, such as hginit.com for Mercurial. This post will make a lot more sense once you do.)

What I neglected to mention is there’s two big, easy-to-forget gotchas with this setup.

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Upcoming Panels (April 2017)

MTAC, April 14-16, Nashville, TN

  • Otaku Board & Card Gaming (Friday 4pm, Panel B): A discussion of tabletop games that were either originally designed in Japan or have otaku-related themes. We’ll also talk about a bit about types of mechanics/genres these games fit into.
  • RPG Maker Scripting Crash Course (Sunday 10am, Panel D 2:45pm, Panel A): Learn the basics of customizing your RPG Maker VX Ace game using Ruby scripting.

MomoCon, May 25-28, Atlanta, GA

  • Otaku Tabletop Gaming (Saturday 10pm, Panel 406): A discussion of tabletop games that were either originally designed in Japan or have otaku-related themes. We’ll also talk about a bit about types of mechanics/genres these games fit into.
  • Game Dev for Fun (and not profit) (Friday 10am, Panel 406): How to get into game development as a hobbyist. We’ll focus on some examples of 2D games in Unity (a cross-platform game dev tool), other tools that are available (some free), and how to find the support and motivation you need to get involved.

Unhacked

If you happen to be following by RSS and caught the last couple of posts… I’m back.

As dire as it sounds, there was apparently a WordPress vulnerability discovered recently that allowed anonymous users to create and edit posts. As I don’t regularly touch the site, I didn’t see the updated version that fixed the issue, and so this (and several other sites I host) were affected.

RPG Maker VX Ace scripting: Thinking through a UI change

My last post was basically an info dump on what I’d learned about RPG Maker Ruby scripting during Ludum Dare 37. From the comments I got on it, I realized “info dump” is not an exaggeration–it’s literally a bunch of abstract, raw information without any examples, and so it’s confusing if you haven’t messed with it before.

So, let’s walk through how we’d think through a very simple change.

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