When I created the Sprite Asset from the downloaded spritesheet and map in TMP it worked fine. Everything was where it was supposed to be and all 32 items showed up properly.
However there were all kinds of issues with getting the sprites to display and errors in the console, and I read that it didn’t support Unity 2017, so I deleted TMP and downloaded the latest 1.0.55 Beta 11.
Now the sprite shows up without issues by typing in the sprite tag, but the sprite map is completely off. I thought something might be wrong, so I went and created and downloaded it again, but the same issue. Thinking it might need to be in TP-Hash form instead of TP-Array form, I downloaded the map in that format, but it didn’t read the file at all.
Did something change with the way things are being mapped in the Sprite Asset creator? The map worked completely fine in the 1.0.55 release but is now broken it seems like in the 1.0.55 Beta 11 release.
There has been no change between those releases that would affect sprite assets in terms of their functionality.
What errors are you getting in the console?
Are you using the free version of TextMesh Pro or the paid version of it?
If you have purchased TMP in the past, updated releases are available on the TMP user forum. When registering, you will need to provide a copy of your invoice number to get approval.
I actually ended up getting it to work without the map by making sure all 32 items were the same width and height then going into the sprite editor and using the slice by position which ended making perfect cuts of them, then I saved it and right clicked on the sprite and chose Create–>Text Mesh Pro–>Sprite Asset.
It worked without the mapping file, probably because I’m assuming it got mapped in the sprite editor itself.
However, the one issue I’m having is that I cannot get it work by typing the name as is shown in the videos, only the index…
When I type <sprite=“Sprite0”> in the editor, it shows that exactly as I typed it…if I write <sprite=0> then it works fine.
UPDATE: NM—I see I needed to specify the name attribute in there…it’s working fine now…
Using something like Texture Packer and exporting a json array is mostly there to help in the case where you have 100’s / over 1000 sprites where having to manually define those in the Unity Sprite Editor and manually mapping their Unicode values. When dealing with a small quantity of sprites using the Unity Sprite Editor to define them and the using the Create Sprite Asset function as you did works nicely.