** Please post TextMesh Pro related questions in the Unity UI & TextMesh Pro section of the user forum. Be sure to add the TextMeshPro prefix to these posts. UPDATE The first public beta of TextMesh Pro is now available on the Asset Store Here is a link to the new Asset Store Forum Thread. Should you have any questions about the functionality / features of TMPro, please feel free to ask in this thread. For assistance, please visit the TMPro User Forum where you can request help as well as find instructional videos which should help you get started familiarized with TextMesh Pro. IMPORTANT NOTE: The latest beta releases of TextMesh Pro with support for Unity 4.6 and the new UI as well as beta releases for Unity 5.0 are available to all registered users of the product on the TextMesh Pro User Forum. Once your registration to the forum has been approved, you will find the latest beta releases in the "TMPro - Alpha & Beta Releases" section of the forum. Hello Everyone! Today I am pleased to make my first WIP post and to finally get to show fellow Unity users what I have been working on over the past few months. So without further ado, I now introduce you to: Image from actual text as seen in the Unity Editor.[SUP]1[/SUP] Introduction TextMesh Pro! is essentially an advanced version of Unity's built-in TextMesh Component. It was designed to provide users with a more powerful and flexible solution while remaining easy to use and with improved performance. Improved Text Formatting Starting with a larger text input box to a more comprehensive list of Rich Text <tags> which include underline, superscript, subscript or size to dynamic character spacing or word wrapping as well as support for kerning, TextMesh Pro! has you covered. Example showing superscript, subscript and center justification.[SUP]1[/SUP] Advanced Real-Time Font Rendering Just like all other text rendering tools, TextMesh Pro works with standard bitmap font atlases. However, a lot of the power and flexibility of TextMesh Pro comes from the use of Signed Distance Field "SDF" font atlases. The combination of SDF based font rendering and a set of advanced custom shaders delivers substantial visual quality improvements over normal bitmap fonts while giving users amazing flexibility when it comes to font styling texturing. "S" Letters shows some of the dynamic changes that can be applied to a single SDF font asset. With the exception of the first bitmap "S", all visible text including the captions is an example of SDF based font rendering.[SUP]1[/SUP] An unlimited number of visual styles treatments are virtually possible from a single SDF Font Atlas and they look great at any size. Close up - These two letters are using the same SDF Font Atlas. They are simply using two different materials.[SUP]1[/SUP] Font Asset Creator Want to use some new TrueType or OpenType font but need to create a font atlas for it? Not a problem with TextMesh Pro!. Just import your font in Unity. Open the built-in Font Asset Creator and within 30 seconds your new font asset is ready. Built-in Font Asset Creator. No need for any external tools. Can create normal bitmap font assets or SDF font assets.[SUP]1[/SUP] Intuitive User Interface TextMesh Pro! features several custom inspectors editor panels. They were created to give users access to what they need while keeping things simple. Shown TextMesh Pro!'s custom editor material inspector.[SUP]1[/SUP] Scripting Interface Need to create or modify text objects via scripts? All of Unity's components offer a scripting interface and so does TextMesh Pro! All of the relevant properties of TextMesh Pro! can be accessed via script. Example of TextMesh Pro! object creation via script. [HR][/HR] Here is a list of some of TextMesh Pro's features. TextMesh Pro! Main Features Easy to use with simple UI featuring custom inspectors and editor panels. Supports both Bitmap Signed Distance Field font atlases. Built-in Bitmap SDF font atlas creation tool. TrueType OpenType font support. 2D Text objects can be created in the Editor or dynamically via scripts. Better performance than Unity's built-in TextMesh and No Alloc. Formatting Styling Options Dynamic font sizing. SDF font atlas renders sharp and great looking text at any sizes. Rich Text support. Per character tags include color, bold, italic, underline, superscript, subscript, size, tab and position. Text Anchoring - The usual 9 positions. Text Alignment - Left, Center, Right and Justified. Line character spacing. Automatic word-wrapping. Kerning. Multiple Texturing Mapping options. Built-in Custom Shaders Basic Bitmap text shader - Face vertex color - Face Texturing with multiple mapping options Basic SDF text shader - Face vertex color Advanced SDF text shader - Face vertex color - Face texturing with multiple mapping options - Border texturing - Border thickness softness control - Beveling + Glow control Advanced Surface SDF text shader - Real-time lighting shadow casting - Plus same features as Advanced SDF text shader [HR][/HR] Final Note Well! That is it for my first post. Obviously, I would love to get your feedback impressions of TextMesh Pro! thus far as well as answering any questions you may have. I do plan on following up with additional example images videos to provide better insight on some of the features and operation of TextMesh Pro! Thanks everyone [HR][/HR] *1 Images are of actual unedited screenshots taken from within Unity's Editor.