void Start(){ // The text-extrude API is experimental and therefore unstable and unoptimised. // This example is provided straight from our test bench as a preview of what PowerUI 2 is capable of. // We're going to increase the curve accuracy - this results in smoother curves. // This of course means more triangles, but this text is the only thing here anyway. // TextExtrude.CurveAccuracy/=10f; // Create a WorldUI: WorldUI ui=new WorldUI(); // Let's give it some space - this will affect the wrapping of the text: ui.SetDimensions(500,100); // Define the resolution - that's how many pixels per world unit. // This of course entirely depends on the usage. ui.SetResolution(10); if(Html==null){ Debug.Log("No HTML file defined for 3D text!"); return; } // Apply the content: ui.document.innerHTML="<div style='text-extrude:4;font-size:30px;height:100%;vertical-align:middle;text-align:center;font-family:Hardwood;'>"+Html.text+"</div>"; }
// Use this for initialization void Start () { // Next, generate a new UI: WorldUI ui=new WorldUI("TVScreenContent"); // It's representing a TV, so lets use some standard TV screen dimensions: ui.SetDimensions(800,600); // But we need to define the resolution - that's how many pixels per world unit. // This of course entirely depends on the model and usage. ui.SetResolution(540,610); // As this example only uses a WorldUI, we'll set the filter mode to bilinear so it looks smoother. ui.TextFilterMode=FilterMode.Bilinear; // Give it some content: if(HtmlFile!=null){ ui.document.innerHTML=HtmlFile.text; } // Parent it to the TV: ui.transform.parent=transform; // Let's move it around a little too: ui.transform.localPosition=new Vector3(0f,1.02f,0.03f); // And spin it around - the TV mesh is facing the other way: ui.transform.localRotation=Quaternion.AngleAxis(180f,Vector3.up); if(InputEnabled){ // World UI's should accept input: UI.WorldInputMode=InputMode.Screen; } }