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Question by hatzalex · Nov 17, 2011 at 03:53 PM · textiphonefontscalinglabel

Fitting text into label

Hallo everyone,

Im currently working on a project where player can add their own text into the game. Im using GUI.labels to store the text. But if i write a pretty long word the word eventually goes offscreen. Is there a way to force the text to stay in the Label boundaries and automatically rescale itself to a smaller size when he reached the boundary? The project is for the iPhone. I know font scaling is prohibited on iPhone so maybe there is a workaround like a scrollbar or something?

Here is my code:

 function OnGUI() {        
     GUI.matrix = Matrix4x4.TRS(new Vector3(GUIsF.x,GUIsF.y,0),Quaternion.identity,GUIsF);    
     GUI.Label(Rect(20,20,parchment.width/2,parchment.height/2),tempWord,mySkin_Good);
     
     GUI.matrix = Matrix4x4.TRS(new Vector3(Screen.width - 258*GUIsF.x,GUIsF.y,0),Quaternion.identity,GUIsF);
     GUI.Label(Rect(-20,20,parchment.width/2,parchment.height/2),currentWord,mySkin_Bad);
      
 }

the tempWord & currentWord are the string which are being handled in another function. The matrix handles rescaling on different resolutions.

Thanks in advance.

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avatar image cj_coimbra · Nov 17, 2011 at 04:16 PM 1
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Not sure if this would work in your case but you could check the string length and then use an appropriate GUIStyle. I mean, if your is string size is > X & < Y then use GUIStyle normal_sized_style, else if string size is > Y use GUIStyle small_sized_style...

avatar image hatzalex · Nov 18, 2011 at 08:31 AM 0
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Worked like a charm mate, here is the full code for the interested:

function OnGUI() {

 if(currentWord.Length > 5)
 {
     var skinHolder_Good = mySkin_Good_small;
 }else
     {
         skinHolder_Good = mySkin_Good;
     }
 
 if(currentWord.Length > 5)
 {
     var skinHolder_Bad = mySkin_Bad_small;
 }else
     {
         skinHolder_Bad = mySkin_Bad;
     }
             
 GUI.matrix = $$anonymous$$atrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1));
 
 GUI.matrix = $$anonymous$$atrix4x4.TRS(new Vector3(GUIsF.x,GUIsF.y,0),Quaternion.identity,GUIsF);    
 GUI.Label(Rect(20,20,parchment.width/2,parchment.height/2),tempWord,skinHolder_Good);
 
 GUI.matrix = $$anonymous$$atrix4x4.TRS(new Vector3(Screen.width - 258*GUIsF.x,GUIsF.y,0),Quaternion.identity,GUIsF);
 GUI.Label(Rect(-20,20,parchment.width/2,parchment.height/2),currentWord,skinHolder_Bad);
  

}

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Answer by Mox.du · Nov 18, 2011 at 02:41 AM

Have you tried GUIStyle.wordWrap?

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avatar image hatzalex · Nov 18, 2011 at 08:27 AM 0
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I had not. Thanks for the tip, but there is still one problem. WordWrap seems to wrap the text only on the horizontal axis, so when a user adds a long word the text just jumps a line under and continues there.

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