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Process Unicode Zero Width Joiner to enable creation of "button hold ring" UI element with single Text Displayer

  • TAPgiles
    Great answers

    I'm not sure that would work with the trick used to show only one of the icons, to have the first one still show up and then only the last one? Maybe I'm not thinking about it correctly...

    You'd also need a calculator or two to adjust to that arithmetic progression, so you'd need an extra gadget anyway. If gadget count was what you were worried about.

    There is actually a rule for which is on top, when they're both in the same position: newest on top. https://youtu.be/GkhC-HP61Oc?t=120 So basically, if it's rendering in the wrong order, copy the one you want to be on top and delete the original. Now it'll show on top.

    Or you could offset them in the scene and put them in a chip, and use a teleporter to match-orientation of the player's view. This works like face-camera. It can be slightly laggy if you look closely, but most of the time is fine. Works fine for me, anyway. https://youtu.be/cM1lA7Fw0bw?t=445

  • Skn3--

    Good idea! What they really need is an improved text entry tweak UI. Something like the collection editor. A new edit mode that opens up similar to shape edit. Let the user place text/icons in arbitrary locations within an edit area. Change color. Size. Weight. Pick icons. Etc. So a form of "rich text". That would be so useful and would probably cover your use case!

  • TheBeardyMan

    TAPgiles

    I'm not sure that would work with the trick used to show only one of the icons, to have the first one still show up and then only the last one? 

    It would never be showing the first character plus the last character - as I said here:

    The text would consist of the control button icon, followed by 16 sequences of three characters - the control button icon again, the zero width joiner, and one of the hollow circle icons.

    the control button icon would be repeated before each hollow circle icon, and there would be a zero width joiner between them to indicate that the two characters should be rendered in one character space. The text displayer would be displaying the last three characters - an icon, a control character, and another icon - in the single character space of its display area because the control character would be telling it to display the two adjoining characters in the same space.

    You'd also need a calculator or two to adjust to that arithmetic progression, so you'd need an extra gadget anyway. If gadget count was what you were worried about.

    Gadget count wasn't the problem. I'm currently experimenting with a "billboard rotator" that replicates the behaviour of the Text Displayer's "always face camera" tweak, but can be applied to a group of Text Displayers. I'm not sure if it'll solve the problem yet - that depends on exactly how the midpoint depth sorting works - but it's full of vector math and probably has more gadgets than anything suggested in this thread. The problem was the "freely positioned in scene or displaying a background, but never both" restriction.

    Skn3--

    Good idea! What they really need is an improved text entry tweak UI. Something like the collection editor. A new edit mode that opens up similar to shape edit. Let the user place text/icons in arbitrary locations within an edit area. Change color. Size. Weight. Pick icons. Etc. So a form of "rich text". That would be so useful and would probably cover your use case!

    Yes, that would make the Text Displayer even more flexible. But it would need extra tweaks to control which subset of the text gets displayed. At present it only has a single animation progress tweak. With your idea, it would probably also need a 2-number fat wire tweak to control the X and Y scroll position.

  • TAPgiles
    Great answers

    Oooh, I understand now. Smart...

    Regarding "face camera," that video link I left in my previous comment shows a way of doing that very easily with just a couple of gadgets.

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