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We're trying to implement localization support for CJK, and these are what we're trying to achieve : 1. Base Game will contain English/Latin...
I see. Thank you. It just felt more intuitive to keep a reference of the AssetReference instead of references to multiple OperationHandles.
if (assetReference.OperationHandle.IsValid()) { // Do something with assetReference.OperationHandle.Convert<Sprite>().Result...
So with this is new change in 1.15.1, how am I supposed to use AssetReference now? Let's say there is an AssetReference ref. if...
We're developing for mobile platform so memory is quite crucial for low end devices. Currently we're trying to use Addressables to solve a few...
Is there any release date for 1.5.0? Or will there be any back ports for 1.4.2? Or is the preview version stable enough for game release?
The TMP_SubMeshUI generated when using SpriteAssets does not inherit the Raycast Target setting from it's parent TextMeshProUGUI. I have the...
Yes, we need this please.
I see. This made it very clear. I went ahead and tested it and it seems correct.
Sorry there are so many 10s I'm getting a little confused here. If it is relative to the ratio, then for a font with 10% ratio (regardless of...
How is it calculated? In relation to the sampling text size or the padding? Our UI designer and programmer is having trouble communicating how...
Yes I am using Orthographic. Thanks.
I see. So the only way would be to set their scale to 10 individually?
When I use TextMeshPro, the text is very small. Roughly 10 times smaller compared to a TextMeshProUGUI text. Is there any settings in the font to...
Good to hear on the new feature! I'll be looking forward to it! Indeed we've been planning to use Dynamic Fonts for player input only. The rest...
So I've been trying out TextMeshPro for our upcoming project. One of the requirements is that we need to display other player names (which they...
Hi. I've been using your prefs editor and it has been working very well for me. Then the string that I have been storing became too long and it...
Not sure if this bug was reported before, but if I undo right after I click on Create FFD Tool, I get forever stuck in FFD mode. Happens in 4.6.