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Any updates?
Having the same issue here, when using Dotween to animate TextMeshPro's parent transform from scale (1, 0, 1) to (1, 1, 1). TextMeshPro is...
Hi, it's just simply performance, Text uses less memory and it is faster when comes to dynamic font, comparing to TMP's SDFAA renderMode.
By changing the Text.pixelsPerUnit to be always 1(by modifying the UGUI source code), I can get what I want, but not sure if that will causes...
Our project uses both of them. And artists hope they can have the same appearence under the same settings.
Well, this is not a TMP issue, or a Text issue, I guess those two are just not designed to be the same...
[ATTACH] [ATTACH] [ATTACH] (Text is displayed in red, and TMP is in white). With the scale of the canvas changing, their differences are also...
Assume your RenderTexture is ARGB32 format, then RenderTexture.active = YOUR_RT; Texture2D tempTexture = new Texture2D(rtWidth, rtHeight,...
Hi, thanks for your advices! Opt 1, currently not possible for the project... Opt 2, tried, and I got some errors from TMP after I removed those...
Hi, that's exactly what I did. I mean, I can do any change to the source code, except trying to access to other classes defined in global...
Well... This component rebuilds itself every frame... I'd suggest using another camera to render those particles on to a render texture, and using...
So, I've downloaded the TextMeshPro(v1.4.1) package, and I moved the source into my 'Assets/' folder. And I noticed that I can't access to any of...
It's 9102, still no hope?
Having the same problem here... Trying to look deep into 'Addressables' and Visual Studio bugs me. Or maybe Unity PackageManager can import those...
Have tried 1.4.1, but haven't tried 1.5.0. So, in 1.4.1 it would fail to add new glyphs when a dynamic font atlas is full filled. And the multi...
I find it very useful to navigate forwards and backwards in Project browser. Especially when your project has a deep folder tree... I know there...
Hi all, I'm making a tool to display the UI depth calculated for rendering: [ATTACH] Currently it uses EditorApplication.hierarchyChanged and...
1. We wrote our custom profiling codes to get a Methods avg cost(Well, our custom profiling codes is not just for this case.). 2. In the actually...
Hi, thanks for the reply. My use case is simple. I wanted to measure the UGUI scrolling efficiency using Mask and RectMask2D. It's something you...
[ATTACH] Currently Unity Profiler can only select one specific frame, but sometimes we need to measure average time costs in a range of frames....