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Is there anyway I can put Behind text instead of overlaying?

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It's a feature that I have wanted to use in my last 2 projects but I don't understand why it's overlayed on text making it very hard to see the text beneath, especially with white text.

Is there something as simple as a line of code in the textmeshpro files I can modify that underlays it rather than overlays it?

Text Mesh Pro Automatic Wraping to Text

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Hi

I have been playing with TMP for way too many hours and have been able to achieve the result shown in the screenshot below using different methods so far - I.E. the same result where the parent is using either 'control child size' width & height OR 'force child expand' width & height.
The issue i cant get past though is that as you can see below, the word 'Example' - as intended wraps the text onto a new line, however no matter what i try i cant get the width to then reduce also to...

Text Mesh Pro Automatic Wraping to Text

Have UI object not affected by Mask when dragging?

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Hi I am playing around with the new Unity 4.6 ui, and I have come across an issue I can't figure out.

I have a panel which contains Inventory items with a scroll bar, as it is quite a large inventory I have added a UI Mask so that it looks clean and only shows what is there Withing ScrollWindow.

I have added Drag drop functionality on the Inventory items, so I can mousdown and drag them around, and it works great whilst I am dragging within the Inventory Panel, however when I try and drag...

Have UI object not affected by Mask when dragging?

Что делать если не отображаеться Canvas с кнопками в Unity 2D Android

RTL Text Mesh Pro. Free and Open-Source plugin to add Persian and Arabic support to TextMeshPro

Making a unicode character act like a blank space (u+20)

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I am working on creating a typing game. I am using text mesh pro. To make the game more interactive I would like to handle the spaces between words displayed by displaying a underline character instead of blank space. (not exactly a underline character but actually character code u+2324. A good example of what I would to do is here (https://www.keybr.com/) . I tried editing the blank space glyph in a font generator by copying the Unicode glyph into the blank box for the blank...

Making a unicode character act like a blank space (u+20)

Shake Text Dont Work When Text Is Bold - Text Mesh Pro

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Hey guys, I have a script that makes my text vertices shake, and when I make the text bold the shake effect just stops.

Here is the code I am using to make my text shake:

Code (CSharp):
  1. if (Dialogs[index].isToShake)
  2.         {
  3.             dialogText.ForceMeshUpdate();
  4.             mesh = dialogText.mesh;
  5.             vertices = mesh.vertices;
  6.            
  7.             for (int i = 0; i < dialogText.textInfo.characterCount; i++)
  8.             {
  9.                 TMP_CharacterInfo c =...
Shake Text Dont Work When Text Is Bold - Text Mesh Pro

IsPointerOverEventSystemObject always returns false on mobile

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Calling IsPointerOverEventSystemObject works great in unity editor and standalone builds but on mobile devices (Android to be more specific) it always returns false.
Is this a bug or am I missing something here?

Graphics device is null. TMPro.TextMeshProUGUI:Awake()

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while Instantiating a prefab that contains TMPro receives an error.

"Graphics device is null.
TMPro.TextMeshProUGUI:Awake()
..etc"

note * this happens only when I try to log in with google and cancel it and on cancel shows the popup that contains TMPro.

How to use SRP Batcher (or GPU Instancing) in Text Mesh Pro

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I modified the TextMeshProUGUI property to make the SRP Batcher Compatible.
However, when I put multiple text meshes on the screen and examine them in FrameDebugger, I see that they are not batching and separate Batchers are created.

Also, there is a description in TMP_SDF.shader that makes me think GPU Instancing is supported, such as UNITY_VERTEX_INPUT_INSTANCE_ID,
In fact, it seems to be incomplete.
(Not surprising because the Canvas Renderer does not support Property Block.)

Whatever...

How to use SRP Batcher (or GPU Instancing) in Text Mesh Pro

Ways to minimize number of game objects in UI

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currently my inventory system has an object for each slot, the stack counter of each slot, and then the hotbar is a duplicate of those. afaik they have to be different objects, would there be a way to have the stack number on the same object as the slot itself? like a mask? idk if this is possible, it just feels weird to have 2-4 gameobjects per slot just to allow stacking

[Solved] UI Button not working at all

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My button won't even highlight on mouse over.

I have an EventSystem.
Tried with the EventSystem option Force Module Active.
I have only one Canvas.
The Canvas has a Graphic Raycaster component.
Canvas Render Mode is set to Screen Space - Overlay, also tried the other two with the camera, didn't work.
The button is a child object of the Canvas.
The button is marked as interactable and calls a function from a script.
There are no other HUD objects that are at the same place as the button....

[Solved] UI Button not working at all

Having trouble with Anti aliasing with TextMeshPro

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So I am doing a 2D game and tried to use a very specific font from a GBA game. However, the text is affected by anti-aliasing, and it's supposed to be pixelated. How do I work around this problem? Is it in the setting of the imported font file or the settings of the TMP Component of the object itself?

Korean Language Font Not Working with TextMeshPro

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My game support multiple languages and Korean is one of them.
I have downloaded Korean font files from here:
https://fonts.google.com/noto/specimen/Noto+Sans+KR

This kind of result I have with Text and TextMeshPro components.
View attachment 994218

Now I can't able to understand why TextMeshPro component not able to display texts properly though I have used special Korean supported fonts.

Any how for the quality, i want to use TextMeshPro-Text but with this kind of...

Korean Language Font Not Working with TextMeshPro

Scrollbar Handle size snaps to 1 on play when used with ScrollRect....

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No matter what I do, if I plug a scrollbar into a slot in a scroll rect and hit play, the handle size changes to "1", effectively making it so that no scrolling is possible. Is this a known problem?

Bullet point list

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Hey all,
I want to achieve a simple "bullet point list" like layout such as below:
  • Item 1 - long text here that will wrap according to it's window size
  • Item 2 - another long text here
  • Item 3 - etc.
I'm using an Image for the bullet point and Text right next to it. And just like a simple list, as the width of the window changes, the items' vertical position should change to accommodate for the wrapping of the text. Is there a way to achieve this with existing UI...

Bullet point list

uGUI Text showing as black blocks

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We have an on going issue where the Text in our uGUI sometimes is rendered as black rectangle for each character. This has been ongoing since Unity 2017, and still happening with 2021.

Before it typically occurred only on the Android build of the app, but it seemed to only affect certain models of phones, as was put down to a GPU bug. But now we have reports of the same happening in IOS with our Unity 2021 build.

We use both TMP and the original Text objects in the app, as yet we havent...

uGUI Text showing as black blocks

Canvas UI not showing

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My restart UI and Leaderboard is not showing even if i enable them in leaderboard UI the close button is showing but nothing else is showing in restart UI nothing is visible

Incorrect warnings prompting to remove required CanvasRenderer component

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Unity 2022.3.22f (latest LTS)
TextMeshPro 3.0.8 (latest from package manager)

Edit: Removed original report because it's actually more subtle than originally thought.

Turns out an interaction between PlayMaker, prefabs and TextMeshProUGUI triggers the 'Please remove the CanvasRenderer component' many times when doing a build, even if it only occurs once in the project.

So this thread isn't entirely pointless, instead I'd suggest that the warning issues in TMPPro_Private should also output...

Incorrect warnings prompting to remove required CanvasRenderer component

Flexbox in Unity UI

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Hi everybody!

This weekend I created this really nice open source package Flex UI, that adds support for flexbox-style layout in Unity UI (more accurately, RectTransform-based hierarchies): https://github.com/gilzoide/unity-flex-ui
Flexible layouts are awesome when developing applications with responsive UI, and with the help of the Yoga layout engine (which is the same used by...

Flexbox in Unity UI
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