Quantcast
Channel: UGUI & TextMesh Pro
Viewing all 23263 articles
Browse latest View live

Sprite Renderer image extends beyond Scroll view

$
0
0
Hi, I am using the Sprite Renderer component instead of Image to be able to use vector graphics. I'm making a soccer game and now I need to make a list of clubs viewed by a player. For this I made a prefab - club card, and I wanted to insert these cards into an object like "Scroll view". But the problem is that because I have Sprite Renderer and not Image, all the images are just outside the Scroll view boundaries. Can you tell me if it is possible to solve this problem, or will I have to...

Sprite Renderer image extends beyond Scroll view

Camera.Render() seems to trigger Canvas.SendWillRenderCanvases()

$
0
0
Hey there. I've got a background camera rendering out some meshes to a RenderTexture. There is also a complex uGUI doing stuff with the user. Both of these have to run in parallel. I've found through profiling that calling a Camera.Render() on this background camera triggers Canvas.SendWillRenderCanvases() on the rest of the UI.


What in tarnation! The background camera is set to have an empty event mask, and a culling mask of only one layer where...

Camera.Render() seems to trigger Canvas.SendWillRenderCanvases()

Stereo only rendering in one eye, also not projected correctly

$
0
0
I have upgraded my project from 2019.4.40f1 to 2021.3.18f1, and now I'm suddenly having an issue where text is only rendering in the left eye when using single-pass stereo instancing. Using multipass works fine. In addition to that, when in single-pass instanced, the text doesn't seem to be projected correctly, such that it warps as you turn your head/camera, and Z-clips with opaque geometry that is supposed to serve as the text's backdrop as the camera is rotated....

Stereo only rendering in one eye, also not projected correctly

Strange Canvas size behavior in 2022.3.18 (HDRP)

$
0
0
Following on from my issue with RenderTextures, I've noticed really odd behaviour with Canvases.

Steps to reproduce:
  1. Create a brand new, HDRP project in 2022.3.18.
  2. In the default "OutdoorScene" scene, add a "Canvas" GameObject.
  3. Note the Canvas sizes to the chosen screen resolution - in this case, 1920 x 1080.
  4. View attachment 1361507
  5. Right-click the Canvas and add a Panel.
  6. Notice how everything suddenly shrinks down and becomes square.
  7. View attachment 1361510 ...

Strange Canvas size behavior in 2022.3.18 (HDRP)

How To Change RawImage Transparency using Slider

$
0
0
I created raw image and upload images from gallery using Native Gallery using Texture. I can change its dimensions, I can zoom it in and out. Now I'm trying to change transparency of Raw Image but no achievements...(
No Errors, but nothing work...

Here is code:
Code (CSharp):
  1. using UnityEngine;
  2. using UnityEngine.UI;
  3.  
  4. public class MakeObjectTransparent : MonoBehaviour
  5. {
  6.  
  7.  
  8.     public RawImage rawImg;
  9.  
  10.     public float alpha = 0.5f;//half transparency
  11.  
  12.     // Start is called before the...
How To Change RawImage Transparency using Slider

Curved/Arched text support ?

How to Curve Text

$
0
0
Hi there,
I am looking to learn how to write onto a curve, or curve the text itself. I can see online that it seems possible, jut not how.

Thanks!

How to show text in Bangla?

$
0
0
Hi,
I want to show this bangla text inside a Text element
রক্ষা করার দায়িত্ব কার?

How can I do that? When I try to do it, it gets broken and shows up like the image shown here

Please help

Modifying TMPro Text Through Code Does Not Apply Unicode Fallback

$
0
0
I spent an evening creating an emoji setup but when I finished I noticed that if in my game's chat messages players used an emoji's name such as :thinking_face: it would grab the correct unicode value from my dictionary but just end up writing \U0001f914 into chat instead of replacing it with the emoji in the sprite sheet.

If I click pause while the chat message is up and I click anything in the inspector for the TextMeshProUGUI object, it immediately replaces the unicode value with the...

Modifying TMPro Text Through Code Does Not Apply Unicode Fallback

Render Texture ignoring Camera Culling Mask after upgrade to 2022.3.18 (HDRP 14.0.10)

$
0
0
Hi! After upgrading my HDRP project from 2022.3.16 to 2022.3.18, I've noticed that my Render Textures are not working.

I have 3 cameras in the scene:
  • Main Camera - layer culling set to everything except "Char Models"
  • Char 1 Camera - layer culling set to "Char Models" only. Renders to "Char1RT" render texture.
  • Char 2 Camera - layer culling set to "Char Models" only. Renders to "Char2RT" render texture.
The two RenderTextures are exposed via two RawImage components,...

Render Texture ignoring Camera Culling Mask after upgrade to 2022.3.18 (HDRP 14.0.10)

Horizontal Layout Group Padding only allows INT values?

$
0
0
Hello all,
for my NPC barks I am currently trying to add text above their heads in world space with a background image like so:
View attachment 1392814
The Image has a Horizontal Layout Group, Content Size Fitter and a Script called "Image With Rounded Corners" on it that just rounds the corners. The Text, a TextMeshProUGui also has a content size fitter on it so it scales according to the text.
All in all the scaling is working fine and the Image gets sized according to the length of...

Horizontal Layout Group Padding only allows INT values?

Text Disappearing and TextMeshPro - Text Component replaced with Script

$
0
0
I'm having an issue creating text for my UI using Unity. I'm able to create an object with a TextMeshPro - Text component.

However, when I make a change to any of my scripts and Unity reloads, the TextMeshPro - Text component gets replaced with a script. My text also stops showing up. How can I prevent this from happening, what is the cause, and how can I get my text to show up? The text does not appear in either game or editor

I've tried restarting Unity and reinstalling the TextMeshPro...

Text Disappearing and TextMeshPro - Text Component replaced with Script

Instantiating GameObject with TextMeshPro showing in SceneView but not GameView

$
0
0
Hi everyone,
as the title says.

I instantiated muliple GameObjects with one child that holds the TextMeshPro component (not UGUI).

Visible in Editor but not in GameView.

Already tried using other MaterialPresets (no effect) and other fonts.
But if I try to change the font ot the instantiated objects, the text become colored blocks (only in GameView), though changing font of not instantiated text works normally.
Only the standard font "LiberationSans SDF" shows nothing, all other fonts I...

Instantiating GameObject with TextMeshPro showing in SceneView but not GameView

Setting TMP Fallback Font failed to Refresh showing text in Unity 2023 and Unity6000 0b12

$
0
0
Hello everyone,

It seems that adjusting the order of Fallback Fonts via code does not refresh the font.
Even after adjusting and then searching for all TMP Text objects and calling
Code (CSharp):
  1. tmpText.ForceMeshUpdate(true);//this worked in 2022
, the font fails to refresh. Strangely enough, font refresh only seems to occur when manually adjusting the order in the Inspector.

I have tried similar methods, such as using
Code (CSharp):
  1. TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true,...
Setting TMP Fallback Font failed to Refresh showing text in Unity 2023 and Unity6000 0b12

Textmesh Pro disappear during gameplay

$
0
0
Hello all,

In our game, suddenly all Text Mesh Pro UGUI components became transparent.
That happens in editor, android and iOS, but is way more common in iOS, principally in iPhone X.
During one time that happen in editor, was notice that the text is only transparent in game view, staying normal in scene. The component went back to normal if the font/material was replaced and nothing changes when a different scene is loaded.
That error happens more frequently when all the scenes are...

Textmesh Pro disappear during gameplay

TMP characters disappear when screen size is changed in Google Chrome - crosspost

Help, when I change the Dilate in Text, it adds a black background!

$
0
0
Adjust the parameters of the outline of the font material for the letters to be displayed using Text Mesh Pro.
And also change the Dilate of the Face of the material so that the letters will not be too thin.

However, if the outline and Dilate values are changed and the font size is smaller, the text will have a black, garbage-like background.
See the following image.
View attachment 1366370
This is not shown in scene view, but in game view.
And it shows up when you run the build. I...

Help, when I change the Dilate in Text, it adds a black background!

Text Mesh Pro FallBack localization

$
0
0
Hello I am using TextMesh Pro with font X. Font X does not contain the Asian characters so i have NotoSerifCJKjp from google which should have all the Asian characters. So what i have is a font Atlas for font X set to popluation mode Dynamic and Multi Atlas Textures turned on then i have in the fallback font NotoSerifCJKjp. the issue is when i am changing the localization to an Asian language it works on most things but then i start getting

UnassignedReferenceException: The variable...

Text Mesh Pro FallBack localization

AddListener Event not returning correct Index

$
0
0
Hi All,

I'm adding buttons dynamically to a custom scrolling panel I've written but it does not return the correct button index I press it always return 8 which is the number of buttons in Characters, anybody got a clue why?

Cheers

Code (CSharp):
  1.  private void CreateButtons()
  2. {
  3.   float mButtonHeight = (((RectTransform)this.transform).rect.height * (ButtonHeight * 0.5F));
  4.  
  5.    if (Characters != null && Characters.Count > 0)
  6.      {
  7.       //int mIndex = 0;
  8.       for (int i = 0; i <...
AddListener Event not returning correct Index

TextMeshPRO Emoji Issue with Noto Emoji

Viewing all 23263 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>