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TextMesh Pro After update, TextMeshPro components no longer available

Discussion in 'Unity UI (uGUI) & TextMesh Pro' started by plmx, Aug 1, 2017.

  1. Stephan_B

    Stephan_B

    Unity Technologies

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    Can you provide a screenshot of how the font looked before vs. now?

    Also where can I observe that in the project you already provided?

    In terms of generation settings, you should typically aim for a Sampling Point Size of 72 or above with padding of 10%. By default I normally use 90 Sampling Point Size with padding of 9. The atlas size is a function of the number of glyphs you need to fit in there. Most of the time, you want the atlas to be a maximum of 2048 x 2048.
     
  2. Texashawk

    Texashawk

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    Ah. Well, my point size is like 320 - is that too high? That's probably why - the padding is way too low for the point size. I'll try to adjust that. Thanks!
     
  3. Texashawk

    Texashawk

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    OK, that fixed it. Guess I didn't understand the relationship between padding and point size - thought 5 - 10 would always work. Thanks!
     
  4. Stephan_B

    Stephan_B

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    Sampling point size between 72 to 120 works well for most Latin based glyphs. Rendering quality at lower sampling point size really depends on the specific font visual design. Interestingly, Asian based glyphs still render nicely with sampling point size as low at 32 to 36.

    By default the Dynamic SDF mode uses 90 with padding of 9 for 10% ratio which is good for everything.

    Unless your target output is something like a PDF document, a sampling point size of 320 is excessive. Good news is that you will be able to reduce your texture atlas size down to 1024 x 1024.

    I would suggest updating your font assets to use a more reasonable sampling point size and padding. Make sure that all your fallbacks use the same ratio of sampling point size to padding. Keeping this ratio the same ensures visual consistency in regards to outline thickness, etc. So if the primary is using a sampling point size of 90 with padding of 9. The fallbacks could be using a sampling point size of 60 with padding of 6 for the same 10% ratio.
     
  5. Stephan_B

    Stephan_B

    Unity Technologies

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    Back to the previous topic, be sure to check if the issue could be the result of using a Canvas Scaler which can affect text rendering. It should not be potential bugs can always creep in.