![]() ![]() ![]() Because now, I can try all the methods above and they all work just fine. I'm wondering if this was happening to anyone else. So even after I reset my public references to RED and BLUE, and I could clearly see them in the Inspector, they weren't showing up in game, simply because the opacity was reset to 0, too. And it took me awhile to realize that when my component resets it's values and thus changes my preset colors to black, it was also changing the opacity of each to 0. Each time I ran it, I had every indication the component was being grabbed properly and that the text was being populated in the Component field, but just not showing up in game. So then I would change them back to RED and BLUE. I found that whenever I changed a Material or Shader or any significant piece of the component, it would reset my pre-chosen variable colors to black. In my case, I was trying to change the Text color based on my own variables (RED for invalid, BLUE for valid). Note that a double click will result in the word being selected.For anyone else having this issue, none of the above examples worked for my case. When OnFocus - Select All is disabled, I am also getting the appropriate behavior which is to simply insert the caret. ![]() In regards to issue #2, when OnFocus - Select All is enabled, I am getting the same behavior as the UI Input Field. COMING UP: 7 AM ET - Wake Up America 9 AM ET. When trying to resize the text object, the square dots modify the margins whereas dragging in the middle of lines alters the size of the RectTransform. Watch NEWSMAX LIVE for the latest news and analysis on today's top stories, right here on Facebook. If I have a sprite within my TMPro text object, the sprite will render automatically, but not any text that is in-line with it. SetText at runtime instead of relying on pasting the text directly in the editor. So you should (probably) be good as long as you do a. The TMPro text object is a child of a scrollview container object. While its not documented, I believe that TMP is smart enough to split your text into several meshes if a single mesh would break the mesh vertex limit. You need to create seperate materials for where you'll use the same font, but the look will be different. ago What you're editing is the material, which is shared by default. I rotate my phone, after that point all TMPro objects render text correctly. 1 4 comments Best Add a Comment MirzaBeig 6 yr. So reset the margins on both these object to 0, 0, 0, 0. In my iOS build any TMPro text objects do not render their text unless: 1. Are you sure you are changing the correct one. I have attached an image of the two color options. ![]() The Placeholder and Text child objects also have their margins modified which I am not sure if that was set intentionally. In TMP you have Vertex color which will change the color of the text instance you are working on and you have Material Color, that will change all the TMP text colors that use the same Material (Usually all of the same font). This should result in these child objects being properly aligned (pivot and all) with the parent Text Area. Make sure the Anchors min are 0, 0 and max 1, 1. Make sure their Left, Top, Right and Bottom are all zero. The 2nd of type is designed to replace UI. The first component of type is designed to replace the old TextMesh which uses the MeshRenderer.To resolve this offset issue, make sure the size of the child text and placeholder are the same. There are two TMP components who both derive from TMPText. Regarding issue #1, it is the result of how you have the RectTransform of the child objects (Placeholder and Text) setup where their pivots do not align. Thank you for providing the Repro project. ![]()
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