Announcements
The Scaleform forum is now read-only. Please head to the Gamedev site for product support.
Scaleform Forum (Read Only)
Scaleform enables developers to leverage the power of the Adobe® Flash® tool set to create powerful user interface environments for video games.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Updating to the latest Scaleform Unity Plugin

0 REPLIES 0
Reply
Message 1 of 1
adam.petrone
1572 Views, 0 Replies

Updating to the latest Scaleform Unity Plugin

Several of you have asked for a guide on upgrading to the latest version. This thread is a quick start guide for updates. There are some changes which should be easy to make, but were not explicitly documented. These can be difficult to track down and solve. This list will grow as new issues are discovered and solved and as new versions are released.

 

December 2013 (and prior)

 

  • MovieDef Instancing
    We removed the ability to create an instance of a MovieDef separately from C#. Now, this is tied to a single operation and the MovieDef is created internally. You can still access the MovieDef properties via SFMovie.GetMovieDef().

  • Destroying Movies
    This is now achieved with: movieInstance.Destroy()

 

  • StartCoroutine was moved to SFCamera

   If your "MyCamera" or equivalent class, has the following code in its Start() method:

		new public  IEnumerator Start()
		{
		    // ...

		    base.Start();
		    if (WhenToRender == RenderTime.EndOfFrame)
		    {
		        yield return StartCoroutine("CallPluginAtEndOfFrame");      
		    }
		}

   Remove it to look like this:

 

		new public IEnumerator Start()
		{
			// ...
			return base.Start();
		}

 

  • SF_SetTextureCount(n) must be called before your first SWF is instanced. This will crash in SFTexture.cpp, when allocating UnityTextureIDs otherwise.

 

 

 

March 2014

 

  • Remove all occurrences of "using Scaleform.GFx;"
    This namespace was removed. All classes that were in the GFx namespace are now in the "Scaleform" namespace. Adjust your code as needed.

 

  • SFMovie.GetViewport() parameter was changed from "out" to "ref"

 

  • FontConfigs are searched for in the same directory as the swf being loaded. This matches the behavior of GFxMediaPlayer. No need for an additional FontConfig folder (which then required copies of the font lib swfs).

 

0 REPLIES 0

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report