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Text Mesh Pro - The Ultimate Text Solution for Unity - Powerful & Flexible - Advanced Text Rendering

Discussion in 'Assets and Asset Store' started by Stephan-B, May 29, 2014.

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  1. M0rrigan

    M0rrigan

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    @Stephan-B oh yes, the rich text option was already enabled.
    In fact, I can use tags, I tried, everything works fine, except in my case, which is very specific: I have the color vertex white with zero alpha and, in the input field, i try to change the alpha by using a tag.
    However I've noticed that the opposite case works fine: I have the color vertex white (full alpha), and inside the input field I use a tag to change the color from white to white with zero alpha (see screenshot). This case works as it should, mine not. And unfortunately I need it to work properly, because my code actually change the alpha color.


    I've just noticed that in the Console prints this warning:
    Converting Vertex Colors from Color32 to Color.
    UnityEngine.Debug:LogWarning(Object, Object)
    TMPro.TextMeshPro:Awake()
     

    Attached Files:

  2. Stephan_B

    Stephan_B

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    Can you email me a Repro scene that will allow me to reproduce this behavior but more importantly allow me to see how you have everything setup?

    In addition, it will be easier for us to communicate via email.
     
  3. M0rrigan

    M0rrigan

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    Sure,
    Sure, your email?
     
  4. skrilmps

    skrilmps

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    I have TMP in "Page" mode and I am using TMP_TextUtilities functions like FindIntersectingCharacter() and FindNearestLine().

    If I invoke FindNearestLine() on any page beyond the first page, it starts the line numbering over at 0. Therefore, I cannot properly index the characterInfo array.

    Here's some example code:

    int lineIndex = TMP_TextUtilities.FindNearestLine(mesh, Input.mousePosition, null);
    TMP_LineInfo lineInfo = mesh.textInfo.lineInfo[lineIndex];
    int firstChar = lineInfo.firstCharacterIndex;
    print( mesh.textInfo.characterInfo[firstChar] );

    The last print statement always returns the first character of the indexed line on the first page, not the first character of the indexed line on the current page.

    Does anyone know how to get around this?

    Thanks,
    Mark
     
  5. Stephan_B

    Stephan_B

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    That appears to be a bug with the FindNearestLine() when using Page Mode which I will be taking a look at.

    The other functions like FindIntersectingCharacter() should be working correctly.
     
  6. skrilmps

    skrilmps

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    Hi Stephan, thanks for your response.

    Do you know whether FindIntersectingLink() works correctly in Page Mode? I am having some trouble getting it to work but it may be user error on my part.

    UPDATE: I found my bug. FindIntersectingLink() DOES work in Page Mode. Thanks!
     
    Stephan_B likes this.
  7. skrilmps

    skrilmps

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    I have a TMP in Page Mode. Without using FindNearestLine() (since it doesn't work in Page Mode), how can I find the character index of the last character of the last line on the current page?

    I've tried using FindNearestCharacter() and giving it (for a location) the bottom right corner of the TMP. However, this doesn't work if, for example, the second-to-last line is really long and the last line is really short... it will return the last character of the second-to-last line (because that character ends up being closest to the bottom right corner). (Unless the TMP were right-justified. In that case it would work. But I want mine to be left-justified)
     
    Last edited: Apr 12, 2017
  8. Johannski

    Johannski

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    Hi @Stephan_B,

    I got your asset today and I'm amazed by what you created over the years. The rendering really is impressive and the options and workflow seem to exceed my wildest dreams.

    I hit one error so far:

    Enabling or adding a Renderer during rendering; this is not allowed. Renderer 'TMP SubMesh
    Code (CSharp):
    1. Enabling or adding a Renderer during rendering; this is not allowed. Renderer 'TMP SubMesh [VCR_Numbers + LiberationSans SDF Atlas]' will not be added.
    2. UnityEngine.GameObject:AddComponent()
    3. TMPro.TMP_SubMesh:AddSubTextObject(TextMeshPro, MaterialReference)
    4. TMPro.TextMeshPro:SetArraySizes(Int32[])
    5. TMPro.TMP_Text:ParseInputText()
    6. TMPro.TextMeshPro:OnPreRenderObject()
    7. TMPro.TextMeshPro:Rebuild(CanvasUpdate)
    8. TMPro.TMP_UpdateManager:OnCameraPreRender(Camera)
    9.  
    I'm using Unity 5.6.0f3 with TextMeshPro 1.0.55.0b8. I did find this post of yours, but I thought with the new textmesh version this problem was solved. Am I doing something wrong?
     
  9. Stephan_B

    Stephan_B

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    There are still some potential issues lurking with the latest fix from Unity. Are you able to reproduce this behavior consistently? If so can you please submit a bug report and include a Repro project / scene and provide me with the Case #?
     
  10. Johannski

    Johannski

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    Hey again,

    I created a new project but was not reproduce the problem until I took a closer look at the font asset I created. I actually missed to include one character in the atlas that I wanted to print out, that's why textmesh tried to create a new material with the mixture between the old one and LiberationSans. The error might still be interesting for you, should I send you the project?
     
  11. Caffeen

    Caffeen

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    Fresh project, imported Text Mesh Pro version 1.0.55.52.0b5. (Paid version) and nothing else. Created a new TMP Text component.

    I get all sorts of weird artifacting, and it changes as I move the text object around.
    Example:



    First time I've run into anything like this in TMP, any idea what's wrong?
     
  12. Stephan_B

    Stephan_B

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    In Unity 5.6, Unity made a change where UV2, Normals and Tangents are not longer automatically passed to the CanvasRenderer which is why you have those visual issues. To pass these additional vertex attributes to the Canvas, you can select the Canvas and add these via the Additional Shader Channels option.

    I also suggest you update to the latest release of TextMesh Pro which is release 1.0.55.56.0b8 which is available on the TextMesh Pro user forum. If you have not already registered to the user forum, I recommend you do so as this is where I will be providing updates to the source code version of TextMesh Pro.

    Note that you will need to provide your invoice number to be approved on the user forum. Your invoice number is available in your Asset Store Account - Credit Card / PayPal.
     
  13. Arsonide

    Arsonide

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    Hello Stephan,

    My team would like to purchase source access, so we can access the latest versions on the user forum until Unity 2017 is a bit more polished. However, from what I can tell, it is no longer available on the asset store. Is there somewhere else that "Phase I" professional with source access can be purchased?

    Thanks!
     
  14. Stephan_B

    Stephan_B

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    Check your email as I believe I just replied to your email from yesterday :)
     
  15. Janju

    Janju

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    After upgrading to 5.6 the font asset creator doesn't seem to work the same way as with 5.5.

    With 5.5 i could create the perfect font asset for TMP when using custom size 15 and raster hinted.
    When i try to do the same with the current version then the preview pane already looks wrong.
    When i use the font later with a textmesh pro text it looks wrong in the editor preview. This all worked perfectly fine with 5.5. I am nor sure what to do now, probably have to go back to normal unit text ui.
     

    Attached Files:

    Last edited: Apr 15, 2017
  16. Stephan_B

    Stephan_B

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    Nothing has changed with regards to the font asset creation process between Unity 5.5 and Unity 5.6.

    Since Hinting by design does alter the shape of the glyphs, comparing hinted (small size) vs. larger size where hinting is no longer really having any effect will produce different visual results.

    P.S. Since there is some scaling happening in the preview, we also cannot rely on that to detect potential visual issues.

    Update
    Image shows font asset created in Unity 5.5 (top) and 5.6 (bottom) at 15pts

    upload_2017-4-15_16-21-14.png

    Image is 1500% zoom
     
    Last edited: Apr 16, 2017
  17. Janju

    Janju

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    Big thanks for taking a look at what i thought was an issue.

    Yes but its still weird. Please take a look at the added image, when you have the time.

    Ok then i have a feature request here: Could you please give me the option to "show unscaled preview"?
     

    Attached Files:

  18. Stephan_B

    Stephan_B

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    Can you provide me a screenshot of the settings you are using that are showing these issues?

    Also make sure you do not have some type of texture compression happening on the font atlas as this would affect the results.

    I'll take a look to see if I could easily add the no scaling as it would require the ability to scroll the preview since people can generate 8192 x 8192 font altas textures which clearly don't fit in anyone's screen resolution.
     
  19. ELenDiL_Unity

    ELenDiL_Unity

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    Hi want to report some bug
    1. Have spritetag in text -> change mat to mobile/Distance field -> have error and all sprite will gone
    2. When I create chinese fontasset , underline is not working.
     
  20. Janju

    Janju

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    The wrong rendering happens when i leave everything to default when starting the font asset creation dialog. I just add the font.

    After writting with you here i got some ideas how to use your plugin. I didn't understand what the preview showed me and stuff. I changed the font a bit, because i had to add ÄÖÜäöü to it and then noticed the font is now size 16. then i added a padding of 4 and changed the size to 256x256. The font now looks very good in font asset creator preview, "editor view" and unity "game view". So i am satisfied. I added the new font and a screenshot of it for you, if you want to check it out.

    Thank you for the great support you give people!

    I have one last question: What do i really need from your asset package when i only want to use it. See screenshot.
     

    Attached Files:

  21. Stephan_B

    Stephan_B

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    When you leave everything to default, the size is set to Auto which means it will try to maximize texture atlas space which will result in a different sampling point size. For fonts that do not use hinting, this makes little difference but when using hinting which by design changes the shape of the characters, this can make a big difference.

    Just like you did, when you need a specific font size, set Font Size to Custom instead of Auto.

    You can safely delete the Examples folder and its content.

    Some other stuff could be removed like the shader are you not using but that wouldn't save much.
     
  22. Stephan_B

    Stephan_B

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    I will need more information on the sprite tag issue as just changing the assign material / shader should not have any impact on this.

    With respect to underline, the underline uses the "_" character and as such if this character is missing from the assigned font asset and Default Font Asset assigned in the TMP Settings file and you do not have any Fallbacks which contain this "_" character, then TMP will not be able to draw the underline. When this is the case, it should issue a warning.

    To solve this, make sure one of those font assets does contain the underline character.
     
  23. TwiiK

    TwiiK

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    I'm currently replacing the normal text components in my UI with this asset and I'm getting these errors a lot:
    Code (csharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. TMPro.EditorUtilities.TMP_UiEditorPanel.GetMaterialPresets ()
    3. TMPro.EditorUtilities.TMP_UiEditorPanel.OnInspectorGUI ()
    4. UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1227)
    5. UnityEditor.ContainerWindow:InternalCloseWindow()
    If I add a TextMeshPro - Text (UI) component to a game object and then choose a font asset this error appears almost all the time and all the font settings disappear. Reimporting TextMeshPro or restarting the Editor fixes the current error and I can change the font settings again, but the same error often appears the next time I do the same.

    Quite irritating to say the least. :p

    Edit: And alignment isn't saved. If I set the text to be centered both vertically and horizontally on my prefab when I start my scene it's aligned top left. If I disable/enable the component it's center aligned properly, but surely I can't be meant to do that all the time?
     
    Last edited: Apr 19, 2017
  24. Stephan_B

    Stephan_B

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    You should not be getting these errors.

    Are you able to reproduce this when creating any new text object?

    Do you get the same behavior when creating a new text object using "Create - UI - TextMeshPro - Text"?

    P.S. I did create a new object and then manually added a TextMeshPro UGUI text component to it and it works fine. So something about the steps you are using or something else is causing this. Did you delete all the font assets included with TMP?
     
    Last edited: Apr 19, 2017
  25. TwiiK

    TwiiK

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    I was just able to reproduce it in a new project. I just went through the motions doing the same stuff and suddenly it happened, but I can't say for sure what triggered it.

    I have one custom font that I created a font asset from and then I removed a few old text components and added textmesh components instead and when I selected my new font asset I got the error again. It also seems like adding a new component someplace else fixes the error on the original object without me having to reimport or restart.

    I'm able to reproduce the alignment issue as well in a new project.

    In my current project I have my UI in a separate scene where I edit it, then I duplicate it and assign the duplicate to my prefab and then delete it. That way I can use prefabs for sliders, buttons, toggles etc. without losing them when I prefab the entire UI. It seems like duplicating the UI causes the textmesh pro components to reset their text alignment so anything that was center or right aligned is now left aligned.

    I'm sorry to say, but I don't have the patience to debug this. I do enough of that at work. :p This is supposed to be my happy time so I'm just going to go back to the normal UI components for now. I will check it out again when a new update is released or whatnot. Or if you know it's because of my Unity version or something just let me know. I'm using Unity 5.5.2f1 and the latest version of TMP you can get from the Asset Store.

    For what it's worth I'm attaching the project where I was able to reproduce both problems. The forum wouldn't allow me to upload the file so hopefully this works:
    https://dl.dropboxusercontent.com/u/766368/TMP-alignment-bug-and-nullreference.zip
     
  26. TwiiK

    TwiiK

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    Update: The alignment is broken when the Library is rebuilt as well so it should be immediately apparent something isn't working properly there. Duplicating the canvas also breaks it like I mentioned.

    Also, I'm able to reliably trigger the error by adding a new button to my UI, turning that into a prefab, selecting the prefab (so that I'm editing the prefab in my project folder and not an instance), removing the text component from the prefab, adding a TMP text component instead and selecting my font. This breaks it 100% of the time.

    The custom font is in the repro project in case there's something wrong with it. It's the only thing apart from the Unity version and the TMP version that's constant between the projects. I think it's from Google fonts so it shouldn't be a problem to share it.

    I thought this asset was safe to use after having seen it around for so long that I started deleting everything and replacing it with TMP components, now I'm screwed. :( Well, not really, but it's a lot of free time wasted. :p Hopefully you'll figure something out. I'll leave this alone for the time being and work on other things instead.

    Update 2: Both bugs/errors happen in 5.6.0f3 as well.
     
    Last edited: Apr 19, 2017
  27. Stephan_B

    Stephan_B

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    I am looking into these things right now.

    I am unable to reproduce the errors with the project you provided. Please send me a PM with the steps needed to reproduce the errors.

    With regards to the alignment, I am testing with your button prefab where the text should be centered but when the prefab is added to the scene, the alignment is reset. This is the incorrect behavior you are reporting correct? Just want to make sure there isn't something else in addition to this.

    Update
    I am able to reproduce the alignment issue with your button prefab. But if I make a new prefab myself, there is no issue.

    There is a step or more that I am missing that you are doing that produces this alignment issue. Something about the duplication process of your UI / Prefabs is causing it. I just need to be able to reproduce these steps to figure out why.

    In terms of TextMesh Pro, there are well over 10,000 users with tons of published games using it. Interestingly enough, of all those users, you appear to be using a unique workflow in terms of how these prefabs are created as this particular behavior has never been reported before. That makes you unique ;)
     
    Last edited: Apr 19, 2017
  28. TwiiK

    TwiiK

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    Haha, yay, so special. I said I wouldn't be dragged into this, but seeing as you're so responsive and helpful I'll try to be as well. :p

    Attached is a gif showing how to reproduce it in a brand new project. I even deleted the TMP asset and redownloaded it to make sure nothing was wrong with the one I had.

    The steps to reproduce the error are:
    1. Create a button.
    2. Make the button into a prefab.
    3. Edit the prefab in the project folder and remove the text component on it.
    4. Add a TMP component instead.
    5. Choose a font asset.
    6. Error.
    You're able to reproduce the alignment issue? It's just as easily reproduceable for me, and it's much worse because I can work around the other issue, but I can't work around this issue. Maybe I can write a script that tries to refresh all the components at scene load or something.

    Attached is a gif showing this issue as well.

    The steps to reproduce the alignment issue are:
    1. Create a button.
    2. Make the button into a prefab.
    3. Edit the prefab in the project folder and remove the text component on it.
    4. Add a TMP component instead.
    5. Center the text on the TMP component.
    6. Duplicate the button in your hierarhcy.
    7. The copy will have the wrong text alignment.
    And of course the alignment issue happens everywhere, the button has nothing to do it as that's not related to TMP, I just used it as an example because I have a lot of buttons in my UI. :p
     

    Attached Files:

  29. Stephan_B

    Stephan_B

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    Getting some food right now but I'll be looking into this in the afternoon and provide feedback as soon as I have something.

    P.S. Thank you for taking the time to provide these steps and working with me on this.

    Update (while I wait for the pizza to cook)
    Creating the prefab with the UI Text component first and then deleting / replacing it by a TMP text component does lead to the behavior. I'll investigate that this afternoon.

    Creating a new button in the scene and then replacing the UI Text by TMP text component and then creating a prefab should work as expected.

    Update 2
    I am able to reproduce both issues which are related to creating the prefab with a UI.Text component and then editing this prefab (in the project) to replace the text component by the TMP component. Adding the prefab in the scene hierarchy to perform the same changes works as expected.

    I am now looking into the appropriate changes to make sure your alternative workflow works as well.

    Update 3
    Until I release a proper fix for this, select your prefab in the Inspector in Debug Mode and Set the "Is Alignment Enum Converted" to true as per the image below.

    upload_2017-4-20_0-16-33.png

    So at this point you can either alter the workflow to edit the prefab in a scene and apply the changes or use the trick above.
     
    Last edited: Apr 20, 2017
  30. sonofbryce

    sonofbryce

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    Just updated to 5.6, running into errors with TMP. Where do I get the latest beta version?
     
  31. Stephan_B

    Stephan_B

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    Latest release of the free version is available on the Asset Store. Latest release of the paid version is available on the TextMesh Pro user forum as it has been over the past several years.
     
  32. TwiiK

    TwiiK

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    Haha, my alternative workflow. I thought it was basically the de facto standard workflow in Unity to make sure you were always editing the source prefab and not accidentally overwriting it with unwanted changes from one of the instances. But either way, great work. :)

    I wasn't actually able to work around the alignment issue and had to resort to setting alignment through script at runtime. I will double check after work to see if I'm experiencing a third issue, different from the two you know of already. But in all cases my issues stemmed from trying to replace existing text components with TMP components on existing prefabs or turning objects into prefabs, so I'm guessing those two issues are the issues I'm suffering from.

    The rest of the package seems great so far though. :) Razor sharp text and a lot more options than with the default UI.
     
  33. crazybeek

    crazybeek

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    I wonder if it's possible to strike-though an icon from a sprite asset with the line before the icon.
    the following text results in a strike-though horizontal line before the text but unfortunately behind the sprite icon...
    <s>New Text <sprite name=[FoodTextIcon]></s>
     

    Attached Files:

  34. TwiiK

    TwiiK

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    I didn't see this update. This fixed it for me. Thanks again for the incredible support.
     
  35. Stephan_B

    Stephan_B

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    This is all due to how sorting works with the Canvas which is solely based on Scene Hierarchy. Since the text is in the main text object along with the strikethrough, all child text objects including icons will render over it.

    Let me see if I can think of something to get around this.

    P.S. I did request that Unity add some method to override the Scene Hierarchy sorting as this is pretty limiting.
     
  36. TheADrain

    TheADrain

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    Hi Stephan_B,

    I bought a copy of TMP for a project I worked on a few months ago, and now we're looking to upgrade to Unity 5.6, but the latest version of TMP is incompatible with the paid-for version, I've signed up to the TMP forums to get access to the other build but I've not had an email about admin approval yet (been 2 weeks) is there anything we can do to get access to that build as we really need it to put out an update.

    Cheers
     
  37. Stephan_B

    Stephan_B

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    Sorry about the delay. Most likely you did not provide the invoice number with your registration.

    Please send me a PM with the user name that you registered with along with your invoice number for the purchase of TextMesh Pro. Once I have this information, I'll get you approved as soon as I see your PM.
     
  38. GreatNimbus

    GreatNimbus

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    Just want to mention some weird functionality that can be pretty frustrating when trying to go through the object hierarchy and swap over to textmesh pro.

    Regardless of where in the hierarchy I have selected, if I select GameObject from the menu, UI, TextMesh Pro - Text. It will always default to placing the new text object in the bottom most canvas in my project.

    I uploaded two images to show what i mean.
     

    Attached Files:

  39. GreatNimbus

    GreatNimbus

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    Another bug I am seeing is when copying then pasting a TextMesh Pro text object, it will change various values of the rect transform.

    For example, the scale of x, y, and z will suddenly go from 1 to 1.000004
    Position x will go from 0 to -3.051758e-05

    Also dragging a TextMesh Pro Text object from one canvas to another will suddenly change the scale. The two Canvas's both have a scale of 1 but the text object will go from 1 to 2.600452 suddenly.

    Images attached for reference.
     

    Attached Files:

  40. GreatNimbus

    GreatNimbus

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    One more I found as well. After making any adjustment to the underlay setting on a TextMesh Pro Text object, then saving the scene, every TextMesh Pro Text object using that same font in the scene will suddenly become a solid block of whatever colour was selected for it.
    The only way to fix it, is to go into each individual text object and type in the text field to make it refresh the rendering.

    See attached images for reference.

    I'm using Unity 5.5.0f3 in all of these cases.
     

    Attached Files:

    Last edited: Apr 23, 2017
  41. TwiiK

    TwiiK

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    The first one is just how Unity does it. It's rounding errors on the values. They are all effectively 0 or 1, but sometimes they show up like that, it doesn't affect anything, or at least it shouldn't.

    As for the last one I don't believe you to be honest. :p I believe you have a game object with 1 / 2.600452 scale above the TMP object and thus when you drag the TMP object in there it has to account for that and set it's scale to 2.600452 to keep the same scale according to the world.
     
  42. Stephan_B

    Stephan_B

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    As stated by Twiik, the two previous behaviors you have reported are not related to TextMesh Pro but behaviors in Unity in general.

    With regards to the black block of text, there is a long standing issue (bug) in Unity where saving a scene can result in Unity temporarily loosing its reference to textures which are a sub object to another asset which happens to be how Unity's fonts and TextMesh Pro font asset are structured. This has been acknowledge as a bug which although annoying is harmless.

    Having said that, I'll try to reproduce the behavior as it should not happen so easily and provide feedback once I have more information.
     
  43. FTBUnity

    FTBUnity

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    Hello,

    I'm getting an error from Text mesh pro on my release build, I don't know if it's breaking things but it's my #1 error on crashlytics. I used to have all Text elements unity native and this started happening after I switched most of them to text mesh pro.

    https://puu.sh/vwz8e/29bb264197.png

    Any ideas?
     
  44. Stephan_B

    Stephan_B

    Unity Technologies

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    Is this happening on plain text object or on text objects which you are setting / changing properties via scripts?

    If you can send me a simple Repro of this, that would be the quickest way for me to figure out what might be happening. You can also submit a bug report to Unity and provide me with the case #
     
  45. FTBUnity

    FTBUnity

    Joined:
    Mar 24, 2015
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    6
    It's probably happening on texts that get modified from scripts (just their text property, not colors or anything else).

    It did also happen once or twice in the editor, I wasn't even on playmode, I was just typing the label onto the text box and it showed up in the console.

    I don't know how to reproduce nor fix this issue, if I find out I'll let you know. Any advice in the meantime?

    Thanks!
     
  46. ireth_86

    ireth_86

    Joined:
    May 18, 2016
    Posts:
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    Hi everyone,
    I hope I'm not repeating any already-fixed-issue (34 pages are a lot to read :eek:).

    I'm using Unity 5.6.0f3 and the last (and free) version of Textmesh Pro, that I downloaded from the Asset Store.
    Since I was experiencing issues with click on buttons, I reduced my scene to a screen space canvas and a button.
    I noticed that, if my button has a TextMeshPro Text as child (I did not modify any field of this object), the click on the button will happen also outside the button box. If I remove the TextMeshPro Text and introduce a simple UI Button, this behaviour won't happen.

    Thanks in advance for any suggestion :)
     
  47. JakubSmaga

    JakubSmaga

    Joined:
    Aug 5, 2015
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    417
    Unity 2017.1 Beta 2 is out and Text Mesh Pro is still not built-in. In which beta can we expect to have it? :oops:
     
  48. Stephan_B

    Stephan_B

    Unity Technologies

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    We are currently exploring including TextMesh Pro as part of the Unity installer (similar to how Standard Assets are handled) but this would not happen until Unity 2017.2. This will not make it into 2017.1.

    This version part of the installer will be the same / updated version of TextMesh Pro and not the new integrated version which is essentially a full re-write. The new integrated version is not expected to be available until at least 2017.3.
     
    JakubSmaga likes this.
  49. Stephan_B

    Stephan_B

    Unity Technologies

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    The key is being able to reliability reproduce the behavior.

    Things to look / pay attention to: This could be related to a specific combination of characters like using a specific font or sprite or mix of those or even using a font which is missing a certain character where the character might exist in a fallback which might have a missing font atlas texture. Ie. it could be a lot of things including a user script trying to modify vertex attributes of the text but not doing it right in some case.
     
  50. Stephan_B

    Stephan_B

    Unity Technologies

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    Since the text object is also a graphic element, it is also a potential Raycast Target. To prevent the text object from reacting to clicks and all, simply disable the Raycast Target in the Extra Settings panel of the text object inspector.

    upload_2017-4-26_11-40-24.png
     
    ireth_86 likes this.
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