I don't know if I'm doing something wrong or the TextCore & Toolkit are riddled with bugs?

I’m playing with 2021.2.0a17.

I try to create a font asset.


This bunch of exceptions are the answer.

The asset file is created, but now I get periodically the same exception (the second one). I guess the asset won’t work.

When I install TMPro, the text asset creator in it is working properly. But… you know… why?

Okay, then, let’s see the “new” setting-chaos. I will leave the default file names for more readability (haha).

  • create a New Panel Settings
  • create a NewTSSFile
  • create a NewUSSFile
  • create a UITK Text Settings
  • create a UnityDefaultRuntimeTheme
    Phew… my carpal-tunnel is having a disco in my wrist.

Let’s wire it up

  • New Panel Settings OK. UITK Text Settings goes in. Settings set.
  • UITK Text Settings… Font asset. Mwhahaa. Exception goes wild. But it stays. I won’t try Sprites today that’s for sure… Default Style Sheet, gotcha! It needs a TSS file. Except…

I give up. So, am I dumb (I know I am), but what is this? Obviously because of the other-way-around development, installing the newest TextCore and UIToolkit isn’t possible.

Edit: I gave the generated font asset a try, it is invalid font asset. Deleted, now I’m getting

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)``` :smile:
After restart it becomes
```Invalid value for font Keyword
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```

Hi @ ! Thanks for bringing this up, there is indeed a missing shader in TextCore, which causes the issue you are seeing. The missing shader is in the TextMeshPro package, which explains why importing the package fixes the issue. We are fixing the issue at the moment.

I definitely see your point regarding the overwhelming amount of assets that need to be added/configured to be setup for runtime. I think a good way to improve this workflow would be to have an option that creates all the necessary assets pre-configured for runtime. What do you think?

Thanks again for the feedback!

Thanks!

I think you should move all of these settings (asset references) into the Panel Settings under a foldout. I think you should set a sensible default and allow people to create and put the relevant setting in the panel settings if needed. One by one.
In 99% of the time we won’t need highly specialized themes and whatnot, those are useful when we start a big project with high need of meticulous consistency and high risk of derangement by multiple team mates working on stuff. IMHO.

What you are suggesting is to move all assets inspectors to the PanelSettings inspector, and be able to access it through a foldout is that correct? This is an interesting idea, but I fear the UI will become too dense if we do so.

I agree, we should prepopulate the assets with “sensible default” values. I’ll add a task to make sure we track this.

One or more. Foldout is great because it focuses your attention to one thing at a time, the section which is folded out at the moment. Doesn’t matter how many dozens of options there are if you show/see a handful at the time.

Well I would hope that in-package assets, so we don’t need to handle them if we don’t need to.