Text: Where you enter the text to display, along with any rich text markup.įont: Specifies the font to use, as well as basic font attributes (size, style, and so on).Ĭolor: Defines the base color or color gradient for the text For more information see the Shaders section. Material: A Unity material that uses one of the TextMesh Pro shaders to further control the text's appearance.TextMesh Pro UGUI (Script): Contains the text to display, and the properties that control its appearance and behavior.For more information, see the Mesh Renderer documentation in the Unity Manual. Mesh Renderer: Renders the GameObject.Even just another function with parameters would be huge for us.Note: If you want to use the Rect Transform component's anchoring system, the TextMesh Pro component's parent GameObject must also have a Rect Transform component. I'm not really sure why you hide this info (I'm sure there's a good reason) but I think it would be good to give us control over being able to create our own sprite assets if we need advanced behaviors. I looked at how you created the sprite asset and it uses internal lists. This is extremely tedious work, so having my own script has helped a lot.įor some reason, now my editor script doesn't work, it sets all the Glyph IDs to 0 which only shows the first sprite in the sprite sheet. Because of this, I then need to go into each Sprite Character Table item to set the correct values. I use pixel fonts and use sprite assets sometimes for displaying custom sprite fonts/icons.Ĭreating the sprite assets from the context menu (Create/TextmeshPro/Sprite Asset) gives me zero control over how I want all the sprites offsets set. and sure if this is the right forum to post in, but I'm also looking for a way to create sprite assets. So is it possible for me to create sprites that do not require upgrade. I am not really sure that this sprite Asset needs upgrading as I am only adding these as fallbackSprites and don't actually have any glyphs or characters within the sprite asset tables. TMPro.TMP_SpriteAsset:UpgradeSpriteAsset() (at (at (at UInt32, Boolean, Int32&) (at UInt32, Boolean, Int32&) (at UInt32, Boolean, Int32&) (at (at arseInputText() (at (at (at 177 of these errors I get the remainder of my dynamic sprites upgraded as well: Trying to add Image1 (UnityEngine.UI.Image) for graphic rebuild while we are already inside a graphic rebuild loop. Upgrading sprite asset to version 1.1.0.Īt this point all of my UI.Images within my scene throw errors: I have now updated to Unity 2019.1.6 and I have an issue.Īt runtime TMP appears to identify the first of my sprites within my fallbackSpriteAsset as requiring update and calls TMP_SpriteAsset.UpgradeSpriteAsset() e.g. I then call TMP_SpriteAsset.UpdateLookupTables().Įverything was working fine under 2018.1.7. I then add this sprite asset as a fallbackSpriteAsset to a previously created TextMeshPro Sprite Asset that I created within the editor and had set as my default sprite asset within the TMP Settings. I create a new sprite asset then add my sprite to a spriteInfoList for all sprites and when finished add the spriteInfoList to the sprite asset. I was dynamically adding sprites to TextMeshPro_UGUI text based on html input. Thought I would add to this thread as it somewhat relates.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |