Using Unity’s TextGenerator.verts

TextGenerator.verts is meant to give the position information of every character in a given string. This is useful in Unity if you need to align something with exactly where some particular text is occuring, if for some reason you are not already using TextMeshPro.

Older Unity versions created 4 verts for every character, which made life easy. But now many non-rendering characters don’t have verts generated for them, and the relationship between verts and characters is undocumented. I’ve reverse engineered it, as best as I can tell:

int? GetVertForPosition(int position, string text, TextGenerator textGenerator)
{
    var c = 0;
    var vert = 0;
    for (var i = 0; i < position; i++)
    {
        if (textGenerator.characters.Count <= c)
            return null;
        if (!char.IsWhiteSpace(text[i]) && textGenerator.characters[c].charWidth > 0)
            vert += 4;
        if (text[i] != '\n')
            c++;
    }
    return vert;
}

Driven WaveFunctionCollapse

WaveFunctionCollapse (WFC) is a procedural generation technique for creating images and tile-based levels. I’ve discussed it many times before.

As a technique, it has some pros and cons. Pro: it’s almost uncannilly good at stitching together tilesets into interesting arrangements, and is pretty good at copying the style in a supplied sample image. Cons: it becomes bland and repetitive at large scales.

In my software Tessera, I’ve been working on various ways of customizating the generation to work around that con. But I’ve seen another way that turns WFC on its head. Instead of using WFC as a full level generator, we want to decide the overall structure of a level some other way, and then use WFC just for the details.

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New Discord Server

Let’s face it, running your own WordPress blog is a sign you are woefully out of date. I can see plenty of readers, but never hear from them.

So I’ve created a Discord server. Feel free to log on and ask me support questions about my projects, suggest new article ideas, or just to hang out.

Don’t worry, the blog isn’t going anwhere. I think the jump might kill me if I leaped fully into the 21st century.

Tileset Roundup

Following my development of Resynth Tileset, I’ve been doing some thinking on the nature of tilesets, and the possible ways to auto tile them – that is, to paint tiles as is with a brush and letting the computer do the tile selection. Let’s review a few possible ways of doing so.

Just to be clear, I’m only interested at the moment in square, non-rotatable tiles. Rotation is another discussion, but excludes the more interesting tilesets. Adding alternative tiles is also not considered, though it is pretty easy to add in.

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X Gems of AS3 Language Design

Ok, so AS3 has its fair share of problems. It is slow, it has next to no support for templates/generics and somewhat sparse standard library. And yet still I love using it.

Why? It has managed to pull together some of the rarer features that I think every language should have. Language designers, take note of the following.

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