Hi again, thanks for the prompt reply. On asset store it says that it’s 30% off during beta prerelease, but the price shown is 65$ which i I believe is the full price, isn’t it? thanks
The price on the AssetStore is the reduce price. Once the Asset is out of Beta the normal price will be $95.00
I have bought from the asset store. I use Unity 4.6 and new GUI. Everything works but I have a problem: I cannot draw TextMeshPro text on Canvas/Screen Space - Overlay. Is this a limitation of the asset? Can this be done?
Head over to the TextMesh Pro User Forum to pickup the latest beta release with support for Unity 4.6. These beta releases are available to all registered users of the product.
I haven’t updated the Asset Store package yet as I am waiting for a few remaining items to be resolved in Unity 4.6.
Ok, I have registered into the forum with the invoice number. Waiting to be accepted.
I just approved your registration
Enjoy the latest beta release with support for Unity 4.6.
thanks!
I updated to Beta Release 0.1.46 B3.3 and still I cannot see TextMeshPro text on Canvas/Screen Space - Overlay.
Is it a limitation or am I doing something wrong?
Still havent found this. Also ther eis something else need to be implemented. I think all TextMeshPro text must obey to the Canvas Group alpha. This would simplify our UI very much.
Sorry about the delay in response but the forums never notified me of your posts. Argh!
There are two TextMesh Pro Components.
The first is found in the GameObject → 3D Object → TextMeshPro Text. This is the normal TextMesh Pro Component which uses the Mesh Renderer.
The second is found in the GameObject → UI → TextMesh Pro Text. This component is designed to work with the Canvas Renderer and is affected by Canvas Group Alpha.
Since I did test this earlier today using this same beta, let me know if you still have any issues with this as it should be working. If it is not, please make a post on the TextMesh Pro User Forum. Be sure to include screenshots showing the inspector panel on the TextMesh Pro object as well as scene Hierarchy so I can try to reproduce whatever is going on.
P.S. Unless I am sleeping, I typically respond within hours of posts. If I don’t reply within 24 hours, assume I missed the post and feel free to PM me here or on the TextMesh Pro User Forum or even email me.
Coming Soon! Rich Text Tag <sprite=xx>
This new rich text tag will enable graphics to be added inline with the text. The sprite xx will reference the # of a sprite contained in a sprite sheet.
Just like any other characters, these graphics will follow word wrapping as well as being affected by character spacing and other text layout controls. This is the first initial implementation so there is still work to be done but this feature now has a pulse ![]()
Here is a preview of the new Sprite rich text tag which will allow to insert graphic elements inline with the text.
Looking really cool man
Keep up the good work ! Most powerful Text solution so far …
Looking good! May I ask few more question? Just wanted to confirm one thing. Basically if I understand correctly the way things are rendered in text mesh pro, basically the visual output of text box with 32px text size with scale set to 1 is exactly the same as of text with 64px text size and 0.5f scale? Is that correct? Also, excuse me if I missed it somewhere, but do you have any plans on adding support for hyperlinks or otherwise active elements within texts? P.s. any estimations on when sprites feature is publicly available?
That looks intriguing! So the sprites can have the same effects as the text? When do you expect this to be available?
Correct. SDF Font Assets scale linearly so this 64 pts at 0.5 scale would be the same as a 32 pts at 1.0 scale.
Yes. I haven’t started working on that but it is on the list as I now have a few users requesting it.
Not at this time but I am working on it.
The sprites are considered characters by the layout system so things like Character spacing, line spacing, word wrapping, rich text tags like size and indent, align will all affect the sprites as expected. On the other hand, these sprites have their own material / shader and thus Font Material properties like dilation, outline, bevel, glow, etc will only affect the characters and not the sprites.
Do you think sprites feature could be released within next 2-4 weeks? We are starting a major rebuild of one of our game UIs and I’m leaning towards using textmeshpro for rendering all of the texts.
I am pretty confident I will be able to release the sprite feature within the next 4 weeks.
