I looked into it further. It wasn’t fruitful. Since TextMeshPro uses an iterative process to do this, I assume I won’t be able to find a better way. So I implemented a similar approach to TMPro.
@merobbins5 please update the asset from the store. It should become available within an hour of writing this.
Grid layout on text now supports the auto-size feature using a process similar to TextMeshPro.
After turning it on, you can find more options under advanced settings.
Layout elements for space, and linebreak no longer draw unnecessary gizmo.
Fixed a bug with text not removing unnecessary null references in the editor for an internal list.
I am unable to import this package? I installed the given editor on the asset page (2021.3.24f1) and have tried a fresh HDRP and BiRP project and I just get an error that the type or namespace Modular3DText doesn’t exist - but the error is in a script file that doesn’t get imported due to the error so I can’t fix it? I don’t get the import tool because it doesn’t get that far - has anyone else experienced this error?
Hey there! Recently bought the package and its quite seamless to use so far. Appreciate the work you’ve done on it.
However I can’t seem to generate emoji characters from the Noto Emoji font provided by Google.
When trying to copy paste the emoji from the web into the text box for prebuilt characters > custom characters, it gives me this warning and defaults to the box unicode.
Would appreciate your help to figure this out as it would help me quickly create placeholder 3D icons for my project!
On another note, I see how modules are implemented for characters as individual gameobjects only. Would it be possible to implement a seperate module system for 3D text running in single mesh mode? This would allow me to attach new behaviours on the entire text whenever the game object is modified.
Unity generates those warnings, not the asset. The default font they use doesn’t support the characters typed in any of its input fields.
Unfortunately, it looks like the font doesn’t have the alphabet, and that aside, the characters will have issues with the asset. Sorry
Currently, there isn’t a way to apply modules to the entire single mesh via the 3D Text component. You can apply it using a button or list component. You could do it by code, but, I could create a separate script to do that and make it easier. It shouldn’t take long. Please wait, I will try to provide an update before the end of the day.
Added ModuleApplier.cs script. Use this to apply modules to anything. Select the target object and modules in the inspector and call the ApplyAllModules() or ApplyModule(int index) to apply.
Ah I figured Unity was blocking me there, but still had hopes you would know a workaround.
I’ve also tried setting the text directly via code with
m_Text3D.Text = “\uD83D\uDE00”
hoping that would get your asset to create the emoji in runtime, but it’s only generating the two squares for unknown unicode.
I’ll give up on using 3D emoji’s since it was just an idea for prototyping anyway.
Thanks for also writing the ModuleApplier script so quickly, tested and it works here!
Don’t have any pictures yet, but I look forward to using your asset to create text with more presence in my VR project.