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Resolved TextMesh Pro and Visual Scripting - Do they integrate?

Discussion in 'Visual Scripting' started by irny, Jul 5, 2021.

  1. irny

    irny

    Joined:
    Jul 22, 2015
    Posts:
    5
    Hi,

    I've built a countdown timer with the built-in visual scripting (formerly Bolt) and have it rendering in-game using Text Mesh, but that looks like garbage and I'd rather be using TextMeshPro.

    I can't see any units for TMP in the VS interface - am I right to assume there's no integration there or am I missing something? Am I going to have to write a proper script to update TMP text from a VS-generated string variable?

    Any suggestions appreciated.
     
  2. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    2,079
    In Project Settings/Visual Scripting add a new type of TextMeshProUGUI for UI version and/or TextMeshPro for worldspace, then regenerate units. TextMeshPro related nodes will come up in search after that.
     
    figkw and ericb_unity like this.
  3. irny

    irny

    Joined:
    Jul 22, 2015
    Posts:
    5
    Oh, I didn't see the little '+' symbol at the bottom of the node library at all! That's sorted it—thanks very much!