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Unity UI Feedback: "TextMesh Pro UGUI" causes warning on Canvas

Discussion in 'UGUI & TextMesh Pro' started by Peter77, Aug 12, 2019.

  1. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    4,785
    Every time I add a "TextMesh Pro UGUI" Component, it causes the Canvas to add "Normal" and "Tangent" additional shader channels.

    The Canvas is then showing a Warning. Every Canvas in our project shows this warning and this is irritating. Please note even if I remove the "Normal" and "Tangent" option, at one point they are added automatically again.

    upload_2019-8-12_9-6-2.png

    Please improve the Canvas logic that decides whether there is an issue and shows the warning. If UI elements actually require these channels, please don't warn about it.

    If you think this is still important information, please turn it into an info instead, but also provide better information. For example "TextMesh Pro UGUI requires Normal and Tangent shader channels".
     
    Claytonious likes this.
  2. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    4,325
    I believe the best option would be "to improve the Canvas logic" as you stated in regards to this warning.

    I'll bring it up to the relevant folks.
     
  3. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    696
    Just a simple +1 on this: it has been annoying forever since we strive to have 0 warnings throughout.
     
  4. JimmyCushnie

    JimmyCushnie

    Joined:
    Jun 7, 2017
    Posts:
    120
    Another +1, this warning is so annoying.
     
  5. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    4,325
    Given a Canvas can contain several TMP text objects with varying shader channel requirements, this warning ends up being confusing and inaccurate and as such will eventually be removed.

    The alternative would be to add a bunch of logic to this warning where we would have to consider Canvas render mode, iterate over all child objects of a canvas to check what shaders are used and then compare current shader channel settings against that. Since at runtime new objects can be added in this hierarchy, materials with different shaders assigned, etc. the overall potential performance overhead to check if we are only using the minimum requirements in terms of shader channels would be more significant then having extra / unnecessary channels selected here.
     
    Claytonious and JimmyCushnie like this.
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