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Any ideas @Stephan_B ?
I'm having an issue where a particular font of ours simply does not render on Linux machines, in development or release builds. I'm baffled...
Right, understood now, there were some Chinese characters mixed into the file. That being said, did you see my note about Font Asset Creator...
Ok. I *believe* I've identified the problems. Issue 1: When building my character file to use, I was not using String.Normalize(). Issue 2:...
Here is a link to download the source font file from, well, the source. https://www.freejapanesefont.com/smart-font-ui-download/ I'm very...
Something doesn't make sense here though. As mentioned I use this *exact* reference font in my other game which has all of these characters. The...
I'm using a font called 03SmartFontUI for the Japanese localization of our current game. I have a character file generated with 1425 items, which...
I also tried this shader and it doesn't seem to be doing what it's intended to do... I'm using a 96 point size font with outline at max and it...
I've read @Stephan_B 's previous posts on this topic, about how the ratio of sampling point size to padding adjusts the maximum size of outline....
As the title says. This performance is ludicrously awful. What is going on here? I'm experimenting with Addressables to help with Switch load...
Nothing that we have tried improves load speed at all. Enabling local webrequests, loading by type, changing compression type, pack...
We're having issues with load speed here. In our test case, we have about 100 TextAssets being loaded, which total less than half a megabyte. This...
Oh my god OK I figured it out after banging my head against the wall for hours. The TMP shaders were not located in the bundle. Why or how this...
I've tried replicating this in a fresh project using the same bundle loading code and the same font assets; the bug did not occur there, but I...
This issue is truly inexplicable. We have two code paths in our game to load resources, depending on the target platform. One is Resources.Load<>,...
I've narrowed down the issue further. It's actually not Switch-specific, it's related to AssetBundles. If I put a given font in a scene, it...
The PlasticSCM issue has been resolved, although it was incredibly poorly documented. The solution was that I as the admin had to go to the...
Our current projects were all forcibly switched over to PlasticSCM without our consent. In order to actually continue collaborating with our team...
I have a couple scenes in my game using TMP_InputField. On PC, they work fine. On Switch - and I would assume with anything else that has a...
I have a simple scene with nothing but a TextMeshProUGUI on a canvas. A script sets the text to something like "Hello World" on Start(). I then...