The following releases of the TMP package are now available. These are version 1.5.4 for Unity 2018.4, version 2.1.4 for Unity 2019.4 and version 3.0.4 for Unity 2020.x or newer. These three (3)releases are identical in terms of features and functionality but specific to each Unity release which is required to address some API and other changes to Unity. Release Notes ****************** Improved sprite tag anim functionality to take into consideration the sprite character and glyph scale. Case #1309707 Improved Ellipsis character insertion handling to prevent potential issues when the Ellipsis glyph ascender and descender exceed those of the primary font asset. See forum post for details. Fixed text object margin handles in Scene view not behaving correctly as a result of lossy scale or object rotation. Case #1295523 The <mark> tag padding attribute can now be defined using font units (em). Fixed text parsing issue related to recent memory overhead optimizations. Case #1295755 Updated TMP Essential Resources and TMP Examples & Extras. Updated TMP Sprite shader to add support for Single Pass Stereo rendering. Fixed potential iOS build failure. Case #1298753 Fixed a few missing Profiler.EndSample() in the TMP_FontAsset.cs file. See forum post for details. Fixed SetText() with formatting issue where large numbers would show a leading zero. See forum post for details. Updated profiling code to use the new and more efficient ProfilerMarker. Fixed incorrect text bounds. See forum post for details. Fixed OutOfRangeException error that could occur in the TMP Input Field when selecting all and inserting characters using IME. Case #1301059 Fixed incorrect handling of Surrogate Pairs in the TMP Input Field. Case #1299798 Fixed Font Asset Creator incorrectly leaving the Readable state of font asset atlas textures to readable where it should be set to non readable for static font assets. Case #1305520 Added Multi Select functionality to the "Create - TextMesh Pro - Font Asset" context menu option. Case #1303074 Revised internal handling of the various text input methods to ensure the text property is always reflective of the text content in the Inspector Text Input Box in the Editor and via the text property getter even when using a combination of the various SetText methods or the text property setter. Case #1294998 Please note that using the text property getter when the text was updated via one of the SetText methods will results a string allocation. Fixed incorrect line spacing caused by preceding <size=x.x> tag. See forum post for details. Revised how the Bold Spacing which is defined per font asset will affect spacing between bold characters to ensure more uniform spacing. This change may require users to manually adjust the bold spacing value of their font assets to maintain similar spacing / layout results. Fixed linked text components not updating correctly when setting the text to null or empty. Case #1305832 The vertexBufferAutoSizeReduction property will now be set to false by default. This property is used to determine if the internal data structures used in the parsing of the text should be resized when the text content shrinks by more than 256 characters which results in CG. Case #1305311 Fixed animated sprites not behaving correctly when using text overflow mode Ellipsis and Truncate. Case #1303672 Fixed TMP Resource Importer window stealing focus when Inspector Layout Property window is open when TMP Essential Resources have not been imported into the project. Case #1300462 Fixed minor UI cosmetic issue affecting text spacing properties alignment in the Quick Search window. Case #1299587 Fixed minor UI cosmetic issue in the Font Asset inspector related to the positioning of the warning when changing Generation Settings. Fixed issue where the material properties of fallback font assets are not updated when changing the material properties of the primary font asset via code. Case #1271468 Fixed an issue with Text Overflow Linked mode where text would not flow correctly from one component to the other when the last character present at the break point was a linefeed "\n" or vertical tab "\v". See forum post for details. Changes Worth Noting ***************************** Project Text Spacing Conversion Tool This tool is located in the "Window - TextMeshPro - Project Text Spacing Conversion Tool" menu item. This tool was added to make it easier to adjust text component character, word, line and paragraph spacing as a result of the (em) scale spacing changes that were introduced in versions 1.5.0, 2.1.0 and 3.0.0. This tool will scan the project to identify text components in scenes and prefabs that have spacing adjustment values and will list these components along with current and revised values. The tool will not change any values unless you select "Save Modified Project Files". Unless you have noticed spacing changes in your text since updating to the previous releases, there is no need to use this tool. As usual make sure, you backup the project first. Note: Normal and Bold text spacing values per font asset are not adjusted by this tool. These still need to be adjusted manually, if once again, you noticed a change in text spacing. Text Property and SetText() functions In previous releases, there was no common internal text backing data structure between the text property and the various SetText() functions. As such, users setting the text via one of the SetText() functions and then checking it by using the text property would not get the expected string. In this release, I have revised how these various ways of setting the text work where the source text is copied to this new internal text backing data structure which is then used to parse the text. As a result of this change, the Text Input Box in the Inspector and the text property will remain in sync regardless of the text input method. This change will also make this portion of the code easier to maintain. Note that in the Editor, there will be allocations when the source of the text is not a string as we need to convert from the source format to a string. At runtime, there will be allocations when the source of the text is not a string and only when accessing the text property to check the text as again we need to convert from whatever source format to a string. Next Preview Releases I will next be working on versions 1.6.0 for Unity 2018.4, version 2.2.0 for Unity 2019.4 and version 3.2.0 for Unity 2020.x or newer. Some of the larger new features that I am planning to introduce include: Improved TrueType Collection (TTC) support. Support for Diacritical Marks, Glyph Positional Adjustment (GPOS) and possibly Ligatures. Dynamic OS Font Assets Text Wrapping Mode SRP (URP & HDRP) Support and set of new Shader Graph Shaders (Unity 2019.4 or newer) Plus other smaller features. Unity 2018.4 Since we are near the end of the 2018.4 LTS cycle, version 1.6.x will be the last major release for Unity 2018.4. I will of course continue to provide updates for these releases until most of you have moved on to 2019.4 or newer Unity releases.