Grids and Texts and Things

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So in video 126, Ben drops a TextMesh to use as a label on a cube and I think “why not a TextMeshPro?” Answer: Because it doesn’t just work out of the box.

TLDW: Change the Shader on the TextMeshPro game object to:

TextMeshPro > Mobile > Distance Field Overlay

[SelectionBase] is brilliant. It’s going to change my life. For the uninformed, applying the [SelectionBase] attribute to a component means that GameObject becomes the default selectable level. In our Quad based cube, this means the quads will no longer be what is selected when a cube is clicked on. Awesome.

Ben also talked about Anti-fragile vs Robust software. Anti-fragile is a new approach for me. I love the idea of planning a robust system and then executing the plan. Unfortunately, that’s not how prototyping works. Anti-fragile means that small changes or adjustments do not wreck the system as we understand that we will engineer things properly when they need to be engineered properly. This was touched on in an earlier video when Ben mentioned that the current development layer is always messy. This works fine as long as the mess is tidied up before the next layer is started.

Finally, [ExecuteInEditMode] is not new for me but it is important to note that not all methods are called to execute in the editor. A little digging indicates that [ExecuteAlways] is a better choice along with constraining play login inside of Application.IsPlaying checks. Something about prefab mode.

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