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Zolran
Приєднався 29 вер 2007
TextMeshPro - SRP Shader Preview
In this video, I provide an overview of the new TMP SRP Shaders for URP and HDRP.
I have made these new shaders available on the Unity forum in the following post.
forum.unity.com/threads/plans-for-hdrp-compatibility-for-tmp.660598/page-2#post-7081120
The preview release of these shaders requires Unity 2020.3 along with the Unity URP and / or HDRP packages version 10.4.0.
The shaders will be included in a future release of the TMP package which is expected to be version 2.2.0-Preview.1 for Unity 2019.4 and version 3.2.0-Preview.1 for Unity 2020.3 or newer. These new TMP package releases will include the custom material inspectors and necessary changes to make these shaders fully functional.
I have made these new shaders available on the Unity forum in the following post.
forum.unity.com/threads/plans-for-hdrp-compatibility-for-tmp.660598/page-2#post-7081120
The preview release of these shaders requires Unity 2020.3 along with the Unity URP and / or HDRP packages version 10.4.0.
The shaders will be included in a future release of the TMP package which is expected to be version 2.2.0-Preview.1 for Unity 2019.4 and version 3.2.0-Preview.1 for Unity 2020.3 or newer. These new TMP package releases will include the custom material inspectors and necessary changes to make these shaders fully functional.
Переглядів: 11 706
Відео
TextMeshPro - Fallback Setup for Multiple Languages
Переглядів 22 тис.4 роки тому
In this video, I demonstrate how to use and setup multiple dynamic font asets to support multiple languages.
TextMeshPro - Dynamic Font Asset Creation Process
Переглядів 32 тис.4 роки тому
This video was created to help a few users and show the improved workflow made possible by the introduction of the Dynamic System with Multi Atlas texture support now available in version 1.5.x of the TMP package for Unity 2018.4.
TMP Release 1.4.0 Upgrade Process
Переглядів 4,3 тис.5 років тому
This video cover the process of upgrading from a previous version of the TextMesh Pro package like version 1.3.0 to the preview version of the TextMesh Pro pacakge version 1.4.0 with the new Dynamic SDF support.
TextMesh Pro - Font Fallback & Dynamic SDF System overview
Переглядів 21 тис.5 років тому
Overview of the current font asset fallback system along with preview of the new Dynamic SDF system for TextMesh Pro for Unity 2018.3.
SDF Sprite & Shapes
Переглядів 2,6 тис.6 років тому
Short video showing a prototype for a UI.Image component working with SDF Shapes.
TextMesh Pro - Lots of Text
Переглядів 1,8 тис.7 років тому
Example showing how TextMesh Pro can handle text objects which contain more than 65,535 vertices.
TextMesh Pro - Product Highlight
Переглядів 64 тис.7 років тому
This is a short video highlighting some of the functionality and features available in Text Mesh Pro for Unity.
TextMesh Pro - Input Field - User Example Request
Переглядів 30 тис.7 років тому
Short video created for a Unity user who is experiencing an issue with the Unity UI Input Field and interested in learning more about the TextMesh Pro Text Input Field and ultimately seeing if it has the same issue; Which it doesn't of course :)
TextMesh Pro - Vertex Color Gradient Presets
Переглядів 9 тис.7 років тому
In this video, I showcase the workflow improvements made possible by the recent addtion and ability to Create and Work with Color Gradient Presets. This new feature will be included in the next release of TextMesh Pro which should be Release 0.1.54 Beta 5. TextMesh Pro is currently available on the Unity Asset Store u3d.as/7CF
TextMesh Pro - Upgrading from release 0.1.52 or older to 0.1.54 or newer
Переглядів 1 тис.8 років тому
This video documents the process of upgrading from release 0.1.52 of TextMesh Pro which was using the Inline Graphic Manager to a newer release of TextMesh Pro which now support Multi Font & Sprites. In this video, I also explain how to update previously created sprite assets.
TextMesh Pro - The _sprite_ tag and Sprite Asset Creation process
Переглядів 27 тис.8 років тому
This video covers the various aspects and functionality of the _sprite_ tag in TextMesh Pro as well as the Sprite Asset Creation process along with explanation of the functionality and features of the Sprite Asset Editor. This is an update to the previously released video about the _sprite_ tag and Sprite Asset editor in TextMesh Pro for Unity. TextMesh Pro is currently available on the Asset S...
TextMesh Pro - Sprite Asset Help
Переглядів 17 тис.8 років тому
Short video created to help out a user with the use of the sprite tag and creating sprite assets in the latest releases of TextMesh Pro. The sprite image provided by this TextMesh Pro user is from his game "Erwin's Timewarp" available on steam store.steampowered.com/app/392690
TextMesh Pro - Material Preset Feature Update
Переглядів 3,2 тис.8 років тому
In this short video, I showcase the new worflow improvements related to Material Presets in TextMesh Pro.
TextMesh Pro - Font Asset Creator (Feature Update)
Переглядів 3,9 тис.8 років тому
In this video, I demonstrate the new features that were added to the Font Asset Creator in Release 0.1.54 Beta 3 of TextMesh Pro. These new features greatly improve users' ability to manage, add or remove characters from Font Assets.
TextMesh Pro - Working with Material Presets
Переглядів 67 тис.8 років тому
TextMesh Pro - Working with Material Presets
TextMesh Pro - Large Block of Text Example
Переглядів 5 тис.8 років тому
TextMesh Pro - Large Block of Text Example
TextMesh Pro - Fixing Materials with missing Font Atlas Textures
Переглядів 8 тис.8 років тому
TextMesh Pro - Fixing Materials with missing Font Atlas Textures
TextMesh Pro - Multi Fonts & Sprite with Font Awesome
Переглядів 8 тис.8 років тому
TextMesh Pro - Multi Fonts & Sprite with Font Awesome
TextMesh Pro - Font Fallback Overview
Переглядів 6 тис.8 років тому
TextMesh Pro - Font Fallback Overview
TextMesh Pro - 2D RectMask Support Preview
Переглядів 15 тис.8 років тому
TextMesh Pro - 2D RectMask Support Preview
TextMesh Pro - Drag-n-Drop Material
Переглядів 1,5 тис.8 років тому
TextMesh Pro - Drag-n-Drop Material
Text Mesh Pro - Multi Font & Material Preview
Переглядів 22 тис.8 років тому
Text Mesh Pro - Multi Font & Material Preview
Text Mesh Pro - Old Style Computer Terminal
Переглядів 2,5 тис.9 років тому
Text Mesh Pro - Old Style Computer Terminal
TextMesh Pro - Old Style Text Terminal
Переглядів 8139 років тому
TextMesh Pro - Old Style Text Terminal
TextMesh Pro - Interacting with text objects using the TMP_TextUtilities class
Переглядів 19 тис.9 років тому
TextMesh Pro - Interacting with text objects using the TMP_TextUtilities class
TextMesh Pro - Text Auto Sizing vs. UI Text - Best Fit
Переглядів 12 тис.9 років тому
TextMesh Pro - Text Auto Sizing vs. UI Text - Best Fit
TextMesh Pro - Link Tag Support & Tracking
Переглядів 25 тис.9 років тому
TextMesh Pro - Link Tag Support & Tracking
no fallback
Wow I wish I've found this video sooner. Great explanation and amazing dominance on the localization subject. Instant subscribe.
This video is still worth it now!
Can anyone see this? I need help making it support Chinese, *at runtime purely, with no access to editor at all* ... I'm making a localization mod for a game that doesn't originally support Chinese but uses `TextMeshProUGUI` I tried the following code with no avail, Chinese characters are still showing as blank rectangles ``` TextMeshProUGUI instance = ... Font chineseFont = Font.CreateDynamicFontFromOSFont("微软雅黑", 90); instance.font = TMP_FontAsset.CreateFontAsset(chineseFont); ```
I've figured it out my code didn't work because for some reason *Font.CreateDynamicFontFromOSFont()* didn't actually work, and *TMP_FontAsset.CreateFontAsset()* couldn't load any font data from the Font instance that the *CreateDynamicFontFromOSFont()* method returned. I solved it by using *new Font(filepath)* instead (I didn't think there would be a public constructor for this class and I was wrong)
Also, after watching the next video ua-cam.com/video/pLW2B98W5AU/v-deo.html I realized that I didn't need to set the font of a TextMeshProUGUI instance, I can just use *TMP_Settings.fallbackFontAssets.Add(fontAsset)* to add the previously dynamically loaded font to the fallback fonts
Thank you! I was finally able to follow along after the second or third watch, this is very valuable information. Now I just need to become fluent enough in Japanese to translate my game's text, but I'm sure the hard part is over.
Here is the new updated script. I have added timeout before moving as well. public class TextScroller : MonoBehaviour { public TextMeshProUGUI textComponent; public float scrollSpeed; RectTransform m_textRecttransform; TextMeshProUGUI m_CloneTextObject; float width; float scrollPosition = 0; float timeOutBeforeMove; // Start is called before the first frame update void Awake() { m_textRecttransform = textComponent.GetComponent<RectTransform>(); m_CloneTextObject = Instantiate(textComponent); RectTransform cloneRectTransform = m_CloneTextObject.GetComponent<RectTransform>(); cloneRectTransform.SetParent(m_textRecttransform); cloneRectTransform.anchoredPosition = new Vector2(0, 0); cloneRectTransform.anchorMin = new Vector2(1.0f, 0.5f); cloneRectTransform.localScale = Vector3.one; } void Start() { width = textComponent.preferredWidth; } private void LateUpdate() { timeOutBeforeMove -= Time.deltaTime; if(timeOutBeforeMove <= 0) { timeOutBeforeMove = 0; if (textComponent.havePropertiesChanged == true) { width = textComponent.preferredWidth; m_CloneTextObject.text = textComponent.text; scrollPosition = 0; timeOutBeforeMove += 1f; } float remaider = scrollPosition % width; m_textRecttransform.anchoredPosition = new Vector3(-remaider, 0); scrollPosition += scrollSpeed * 20 * Time.deltaTime; } } }
2 Things. 1 are you Canadian? I think I hear the accent. Not important, lol. 2. It doesn't matter if you're Canadian or Alien or even AI, you're a fucking legend. I've watched a few hours of videos of people over complicating this and what you have shown and explained in a short amount of time was leaps and bounds better than everything else I've watched combined. A few hours of video all dropped short on their faces in comparison to this little 20 minute video. Thank you good sir for this!
I get this error, and i'm stuck now: error CS1061: 'TextMeshProUGUI' does not contain a definition for 'hasChanged' and no accessible extension method 'hasChanged' accepting a first argument of type 'TextMeshProUGUI' could be found (are you missing a using directive or an assembly reference?) Or is this solution now outdated?
Yo are you gamesfromscratch?????
Thanks a lot!!!
f
Thank you! this helped a lot!
Honestly though, when you have a game that is 10+ GB, the weight of the font asset cannot seriously matter that much... I mean, if you want to optimize the space your game takes on people's computer, cutting on font shouldn't be your top #1 priority, or #2, or even #3 Models and textures are thousands of times heavier Great video nonetheless!
Very helpful
Is this still the way to go for Unity 2021.3.25? I've translated an app in Korean, Japanese and Chinese using the official Unity Localisation package, however when I set one of these languages in the system I see just a bunch of squares. I am using the Liberation SANS SDF font.
hi can I get TMP because I have an older unity version (UNITY 2017) and it not on the assets store
no tmp was introduced in unity 2018
i admire your work, keep ti running
2023 and this is gold! thanks
Hi, Ive just download the TextmeshPro Example and Extras V3.06 (thats what it showing in Package Manager) and opened Scene 24 (Surface Shader Example) and it was all PINK ! ...Im using HDRP 15.4 in Unity 2023.1.0 . Is this a problem or will it be sorted soon ? Thanks
Столько воды и бесполезного пиздежа... В моем дипломе было меньше
Are these currently today's version of TMP ?
It looks like not to me. I installed Unity recently, and textmeshpro version 3.0 came with it. I installed manually 3.2 but I cannot see these new HDRP shaders either. I am getting a bit frustrated about trying to figure out the state of the art. It is like Unity integrated textmeshpro at an earlier version and all the latest developments have been lost?
This is awesome and your tutorials are great, please keep on making them!
where can I find this text sample with the different languages?
All of my text turned blue and can't be changed.
05:20 Fallback chain sequence description
20 minutes for this are you kidding me
some of Emoji by 2 or more unicode character. such as #⃣(0023 FE0F 20E3), how can we define unicode in TMP_Sprite Asset Sprite_Character table ?
Holy cow, this was exactly what I needed!!!! I just localized to 6 languages, Korean, Japanese and Simplified Chinese where the 3 toughest to get without the "boxes" printing. All I needed was to check "Multi Atlas" box and everything works perfect now!
really complex, can barely follow what you are saying. I just want a way to use chinese like the normal Text does.
Did you solve it? This method is nt workin for me.
works for me like that : using UnityEngine; using UnityEngine.UI; using TMPro; // This class is used to scroll the text on a UI text component public class TextScroller : MonoBehaviour { // The reference to the text component that will be scrolled [SerializeField] private TMP_Text textComponent; // The speed at which the text will scroll [SerializeField] private float scrollSpeed = 10f; // The width of the text [SerializeField] private float textWidth = 500f; // A flag to determine whether the text should loop or stop at the end [SerializeField] private bool loop = true; // A flag to determine the direction of the scroll [SerializeField] private bool scrollRightToLeft = false; private void Start() { // If the text component is not assigned, print an error message if (textComponent == null) { Debug.LogError("textComponent is not assigned!"); return; } } private void Update() { // If the text component is not assigned, return if (textComponent == null) return; // Calculate the direction of the scroll float direction = scrollRightToLeft ? -1 : 1; // Update the position of the text component textComponent.rectTransform.localPosition += new Vector3(scrollSpeed * direction * Time.deltaTime, 0, 0); // If the text is scrolling from right to left if (scrollRightToLeft) { // If the text has reached the left edge if (textComponent.rectTransform.localPosition.x <= -textWidth) { // If the text should loop if (loop) textComponent.rectTransform.localPosition = new Vector3(textWidth, textComponent.rectTransform.localPosition.y, textComponent.rectTransform.localPosition.z); // If the text should stop at the end else textComponent.rectTransform.localPosition = new Vector3(-textWidth, textComponent.rectTransform.localPosition.y, textComponent.rectTransform.localPosition.z); } } // If the text is scrolling from left to right else { // If the text has reached the right edge if (textComponent.rectTransform.localPosition.x >= textWidth) { // If the text should loop if (loop) textComponent.rectTransform.localPosition = new Vector3(-textWidth, textComponent.rectTransform.localPosition.y, textComponent.rectTransform.localPosition.z); // If the text should stop at the end else textComponent.rectTransform.localPosition = new Vector3(textWidth, textComponent.rectTransform.localPosition.y, textComponent.rectTransform.localPosition.z); } } } } not an instantiate but well it does the job ; )
Can't see anything on this resolution 🤷♂
Thank you! You saved me a lot of time...
where did you get this fontawesome font? I can't seem to download the right one with the icons
What a smart and good girl
Oh, this is like the 40th place I looked for this answer. Finally it was here! Thank you!
i still only have squares somehow is there any setting I can change in the Font Asset Creator I need to change maybe? I tried a bunch of stuff. i also tried a bunch of downloaded fonts that are supposed to have Japanese characters.
I thought I did everything you did, but must be missing something. On the line which assigns the text to the inputfield, namely UIInputfield.Text = "sometext", I'm getting the error: "NullReferenceExceptioon: Object reference not set to an instance of an object" can you tell me what I have missed? I do have the script assigned to the Inputfield gameobject in the Inspector and did drag the Inputfield gameobject to the UIInputfield variable listed under the script in the Inspector.
the urp ones got 24 errors when imported
when i import the TMP_SDT-URP lit the text just becomes purple
Thanks a lot....ctrl+shift+f12 is an excellent shortcut to create the Thai fonts that I've been struggling with
dont work for me
My tmp ForceLabelUpdate method is not working :C
Thanks
I have fixed this code ..if anybody wants working code with Unity Text UI..Below is the code..It will also work with TextMesh pro UI component... using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TextScrollingEffect : MonoBehaviour { public Text textComponent; public float scrollSpeed; private RectTransform m_textRecttransform; private Text m_CloneTextObject; private RectTransform m_textRectTransform; // Start is called before the first frame update void Awake() { m_textRecttransform = textComponent.GetComponent<RectTransform>(); m_CloneTextObject = Instantiate(textComponent) as Text; RectTransform cloneRectTransform = m_CloneTextObject.GetComponent<RectTransform>(); cloneRectTransform.SetParent(m_textRecttransform); cloneRectTransform.anchoredPosition = new Vector2(0, 0); cloneRectTransform.anchorMin = new Vector2(1.0f, 0.5f); cloneRectTransform.localScale = Vector3.one; } IEnumerator Start() { float width = textComponent.preferredWidth; Vector3 startPosition = m_textRecttransform.position; float scrollPosition = 0; Debug.Log("Width" + width); while (true) { float remaider = scrollPosition % width; m_textRecttransform.anchoredPosition = new Vector3(-remaider, 0); scrollPosition += scrollSpeed * 20 * Time.deltaTime; yield return null; } } }
Just wanted to say THANK YOU SO MUCH!!! Spent way too long trying to figure this out and this was the solution I needed!!! THANK YOU THANK YOU THANK YOUUUU
thank you very helpful!
and how to change bunch of UI text elements in scenes and prefabs to this another dynamic font?
when I change Atlas Width and height, UI text not shows well.
Thx bro
it works on constant pixel size however messy when scaled with screen size.
tmp default font is supporting every language with me