Text Mesh Pro - Multi Font & Material Preview

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  • Опубліковано 1 жов 2024

КОМЕНТАРІ • 8

  • @xekun
    @xekun 7 років тому +1

    Hey Zolran, im using textmeshpro but because we're using it on a 3D environment, we had to apply a different shader to the text. Because of that im losing all the stroke / shadow options, is there a way i can edit the .asset with photoshop to manually add the fx i want on the characteres ?

    • @Zolran
      @Zolran  7 років тому +1

      For some reasons, I didn't get a notice of your post. Always best to reach out to me via email when I don't reply.
      At any rate, what makes the Dynamic Visual Styling possible is the use of Signed Distance Field and the custom shaders. So you have to use the TMP shaders. These shaders should work in all scenes / setup. Send me an email with more information as to why you have to use different shaders.

  • @EvgeniPetrov
    @EvgeniPetrov 8 років тому +1

    How do you debug when it does not get loaded? I have a font named 123 put in the same folder as ARIAL SDF. It finds arial sdf but can't find my font. What am I missing?

    • @Zolran
      @Zolran  8 років тому

      The name of your font asset could be any issue. I will investigate this on my end but I do suggest you name your font asset to something more meaningful or perhaps stick with the default name that TextMesh Pro suggest which is the name of the font file (ie. ARIAL.ttf) where it adds the SDF to indicate the type of font asset it is as well.
      If you need further assistance with this, please make a post on the TextMesh Pro user forum.
      Update: I just tested naming the font asset "123" and it works fine. So please make a post on the TextMesh Pro user forum where we can look further into this.

    • @EvgeniPetrov
      @EvgeniPetrov 8 років тому

      We can continue on the forums. I have already posted.

    • @Zolran
      @Zolran  8 років тому

      Just see my replies from yesterday on your posts.

  • @pnvgordinho
    @pnvgordinho 8 років тому

    Hello,
    Just a suggestion, your plugin is cool but this is 2015. If you use any word processor, you know that to do this you select the word or words you want to change and select from the pop up menu the font and pick different color.
    The way that you implemented in text mesh pro is not intuitive and takes time. It looks like this was made fro unity 3.
    Couldn't you make it easier and faster to change font and color?.

    • @Zolran
      @Zolran  8 років тому +9

      +Pedro Gordinho In time, a different user interface could certainly be created to replace the text input box to make this more WYSIWYG like a word processor but keep in mind that Unity's own Ui.Text component in Unity 5 can't do any of this.
      TextMesh Pro offers over 36 rich text tags, control over character, line and paragraph spacing, kerning, UTF16 & UTF32 support, justified text, margins, control over line alignment within a single text object, line breaking and work wrapping for CJK, link support, inline sprites support, dynamic text styling, advanced text rendering and the list goes on. This level of functionality in terms of text handling is unmatched in any game engine available today. So, I agree that adding a higher level front end to edit the text properties would be very nice but first we have to provide the core functionality.