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I installed the latest version (v2.1.0, preview 14)
I inherited from TextMeshProUGUI class, and I created a custom inspector for that...
I've an AssetBundle in editor mode. It's a ScriptableObject which references many assets.
If I try to take and use any "sub-asset" I just get...
Some of users ios users (around 1%) are experiencing app crashes when entering a specific scene.
This scene has a UI scroll populated at run...
I've the need to implement a world space mask on TextMeshPro component.
I saw the shader "Distance Field - Masking", but it does that in...
Because I've hundreds of these components in scene and I'm on mobile, so for performance reason.
I've a custom script that need to take action as soon as a parameter is changed by the animator.
I've a cached copy of all my animable...
Thanks for the answer.
I've understand that batching it's not possible for vector sprites but can we hope for some "unity magic" in order to make...
Thanks for this great feature!
What about the difference of batches? It seems to me that by using SVG sprites, requires 1 additional batch per...
So, I tried again and maybe I did a mistake with the width (800), because it was correct this time.
I tried many different widths until I got the...
Yes, the font it's the text mesh pro built in one.
Here an example:
As you can see from the images most of the baloons, has a...
I'm using TextMeshProUGUI.GetPreferredValues(myText, myMaxWidth, 0) to get the text height.
Sometimes the method calculates a wrong height. The...
If someone still need this, there is a workaround (used for the old input fields) that can be applied in this case too:
- extended TMP_InputField...
Ok maybe the answer is: because array data can't be animated?
Hi guys, I use it and I never had any problem.
I don't know what you're missing, maybe you should post your code.
Alternatively you can use...
I've a custom inspector that show various type of serialized data
For some reason I can't animate some of them (they...
Same problem here