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NullReferenceException: Object reference not set to an instance of an object. TMPro.TMP_InputField.S

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Hello everyone,

Code (CSharp):
  1. NullReferenceException: Object reference not set to an instance of an object. TMPro.TMP_InputField.SendTouchScreenKeyboardStatusChanged () (at <00000000000000000000000000000000>:0) TMPro.TMP_InputField.LateUpdate () (at <00000000000000000000000000000000>:0)
We've been getting this error recently by some of our players, and we get the reports from game analytics. It happened only with Samsung galaxy 10 though:
device:SM-G970U, engine_version:unity...

NullReferenceException: Object reference not set to an instance of an object. TMPro.TMP_InputField.S

BUG : Toggle group sets all its toggles to on when disabled in Unity 2019.1.f2

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In my game I have a talent tree that requires the user to choose between two talents. This is done via toggle groups on the talent tree panel and the panel itself is set active or not when the player enters or leaves this menu.

I just updated to 2019.1.f2 and the game acted as if I had every talent simultaneously selected. After further investigation it was closing the talent tree panel that caused every toggle in a toggle group to be set to on. However, this seems to happen only when the...

BUG : Toggle group sets all its toggles to on when disabled in Unity 2019.1.f2

TextMeshPro Truncate still generating full mesh

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Hello @Stephan_B
i was surprised today after discover that textmeshpro generate the full mesh when truncate mode is active.
Is this a feature by design of a bug in TextMeshPro 2.1.0-preview3?

In image below i setted a big text in textmeshprougui with truncate and it still generating the full mesh (32k tris) and drawing it

View attachment 560307

vertex colour issue in Input Field - please help!

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I don't normally resort to forums, but this one is driving me mad.

I'm writing a coding-game that needs a multi-line input box, implemented as a TextMeshPro Input Field, where users enter code. I need to colour text in this box as a visual aid for coding (I have a custom parsing system that tells me which colour each character should be). I don't want to use RTF tags for colour, as I also need to be able to read the text string back from the input field whenever anything is changed, and I...

vertex colour issue in Input Field - please help!

Hierarchy rearranges itself

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In Unity 5, I started noticing that when I open a project, it's hierarchy has been almost completely jumbled, the only thing I can rely on is parent/child relationships. This hasn't been a problem for a while, as order in the hierarchy doesn't matter unless you look for children by index.

Unity UI layers it's elements based on it's order in the hierarchy. Every time I open my project, my UI layering is completely ruined by the randomly jumbled hierarchy! Words cannot describe how...

Hierarchy rearranges itself

Text Mesh Pro Dozens of errors with Unity 2019.1

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Just testing my project in 2019.1 but I am getting dozens of errors with Text Mesh pro, I checked the Package Manager and it says Text Mesh is up to date and works with 2019.1 so why am I getting pages of errors in the console? And how do I fix it?
View attachment 405547

How to bring toggle input to a new scene

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Hi there - I'm trying to let a user input his name, and when they hit a submit button, it will display the name in the next scene. The only wrinkle is before they hit Submit on the first screen, they have the option to have their name flashing by hitting a toggle button.

I'm new to Unity and I'm tearing my hair out on this one! Thanks for any help!

Help with International Phonetic Alphabet symbols in TextMeshPro

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Hi all,

I'm working on a language learning game in Unity. One of the features I'm trying to implement is a popup panel showing the pronunciation of a foreign word when you click on the word. The only issue I'm running into is getting the IPA symbols to display correctly in a TextMeshPro UGUI.

Here's an example of what should be showing when a user clicks on the Czech word 'moci':
[ˈmot͡sɪ]
And here's what does show:
[◻mot◻s◻]

I've tried different fonts that supposedly have IPA support...

Help with International Phonetic Alphabet symbols in TextMeshPro

Unity UI 4.6 inputfield bug or behavoir?

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I'm having problems with unity inputfields keep taking keyboard input after I have pressed return.

I have written three questions regarding this on unity answers but so far not got any positive replies.

The issue is:

Once an input field has been clicked on, and text entered. If it is then submitted by pressing enter or by clicking on another game object, if I then move my character controller around a bit the input field will keep picking up the WSDA keys or anything else I press.

Also,...

Unity UI 4.6 inputfield bug or behavoir?

Tamil Font Support

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Tamil Letters are getting broken and misplaced characters when using tamil fonts in textmesh pro.

Original word in Tamil- பழவேற்காடு
View attachment 460010

Misplaced character வேற்

How to resolve this issue, i tried with several fonts, but im getting same result.Could anyone Help me.

Issue with TextMeshProUGUI.Rebuild()

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Hello, please help with some issues with unity UI events and TextMeshPro
I have container with text items without layout groups but in content container in Scroll Rect
Hierarchy:
  • Canvas
    • Canvas Group
      • Scroll Rect
        • Viewport(with mask)
          • Content
            • TextMeshProUGUI [25-40 objects]
And when i moving canvas group object just change anchor position, i get this(Deep Profile):...

Issue with TextMeshProUGUI.Rebuild()

Long spikes from TextMeshProUGUI.Rebuild for no reason

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There's a container, a VerticalLayoutPanel, that has ~600 child lines.
Each line has 2 sub objects that each have a TextMeshProUGUI component.

The layout itself is very optimized, I'm disabling the vertical layout once I know it won't change anymore, and only enable it for one frame to do its thing when I know the children must have changed.
The list entries themselves are not using any layout components, they're completely driven by anchors....

Long spikes from TextMeshProUGUI.Rebuild for no reason

Make scrolling move faster in scrollRect?

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Currently when you scroll something in a scrollRect, by using the mouse, touch etc., it's on a 1:1 basis.
Move the mouse 100 pixels, and the content is scrolled 100 pixels.

Is there a way to e.g. double this?
So when moving the mouse (or dragging when using touch) 100 pixels, the content is scrolled 200 pixels.
I guess I'm looking for a multiplier or something, but I don't know where to find it, or how to achieve it.
Hope someone can help me :)

Typewriter, jitter and wave effects at once?

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Hello,

For our game, we want to allow dialogue to have various text effects at different points. For example, if a character is scared some of their dialogue may jitter, or if they're taunting the text might wave. To accomplish this, I wrote a custom parser that would take formatted text and get letter indices from it.

For example:
If I type the text
<shake>These words shake.</shake> These words don't do anything. <wave>And these words wave.</wave>
, the script would...

Typewriter, jitter and wave effects at once?

HDRP + Sprite = Ugly transparency

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i've made a button with glow effect. when the hd render pipeline is installed, the glow effect loses transparency, it looks thicker and ugly. BEFORE the hdrp setup, the button is crispy, like in photoshop.

what did i wrong? i tweak around but cant find a solution.

Performance drop with text mesh pro (OnEnable/OnDisable)

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I see a lot of performance drop when I active/deactivate my object with text mesh pro. For example, for one object it is around 0.3ms. Is any chance to optimize it?

thanks

"Font size and style overrides are only supported for dynamic fonts." spam is infuriating

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At least tell me what object / font is causing the issue.

I override Text which causes all sorts of problems. Fine.

TMPro: Caret misaligns for vertical center alignments

TMP: Breaking Chinese Bugs for Traditional ZhuYin ("BoPoMoFo" - Taiwan Locale)

Issue with TextMeshProUGUI autoSizeTextContainer

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I have a setup which follows...

A Vertical layout group
> TextBoxes

I want the vertical layout group (or something else recommended?) to control the child widths (for obvious reasons). I also want the text boxes to expand to the correct height they need to show all of the text. The problem with this is that I only seem to be able to expand heihgt and width together automatically via autoSizeTextContainer.

The result is such that the child resizes to say 800 width and 300 height, but the...

Issue with TextMeshProUGUI autoSizeTextContainer
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