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TextMesh Pro Tab character doesn't work in WebGL build

Discussion in 'UGUI & TextMesh Pro' started by VpzomTrrfrt, Sep 29, 2020.

  1. VpzomTrrfrt

    VpzomTrrfrt

    Joined:
    Dec 2, 2016
    Posts:
    6
    (Observed in Unity 2018.4.26f1 with TMP 1.4.1)

    - Add a TMP_InputField object to the scene
    - Set Line Type to Multi Line Newline
    - Play

    The user is able to use the Tab key to insert a Tab character. This also works in a Windows build.

    - Switch platform to WebGL
    - Build And Run

    Within the WebGL build, the Tab key appears to do nothing.
     
  2. Stephan_B

    Stephan_B

    Unity Technologies

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    Feb 26, 2017
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    6,588
    Please test using the latest release of the TMP package which is version 1.5.1 for Unity 2018.4.

    In these newer releases Tab size is defined per font asset where Tab Width is defined by the font itself and listed in the font asset. Then the Tab multiple is defined after the Font Weights section. Those two values influence the width of individual tabs.

    Let me know how everything behaves on WebGL.
     
  3. VpzomTrrfrt

    VpzomTrrfrt

    Joined:
    Dec 2, 2016
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    Same issue persists after updating to 1.5.1
     
  4. Stephan_B

    Stephan_B

    Unity Technologies

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    Looks like this is an issue with the UI Input Field as well and thus specific to WebGL and not input field related.

    Will need to consult with the WebGL folks at Unity to figure out what's up with Tab on WebGL.
     
  5. brendanduncan_u3d

    brendanduncan_u3d

    Unity Technologies

    Joined:
    Jul 30, 2019
    Posts:
    334
    There's definitely a tab key event missing in WebGL builds. I'll get it sorted out.

    Thank you for bringing this to our attention.
     
    Last edited by a moderator: Oct 1, 2020
  6. Stephan_B

    Stephan_B

    Unity Technologies

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    I was just informed that a fix has been submitted.

    This fix should be available in a future release of 2018.4. It might not make the next release but should be in the subsequent one.