Hi, im kinda confused right now (i love textmeshpro but im running in some very strange problems).
Im showing lots of text dynamically. Meaning i drop stats like “+1”, “+5”, “Nice!” etc. I pooled 10 text fields for that.
I switched to textmeshpro cause setting the normal text always caused a hiccup (canvas.sendwillrendercanvas and rebuild text)… and that … did not work as planned. (Im using Unity 5.6.0f4 and TextMeshPro-1.0.55.56.0b11)
I just wanted to set a textboxes value (a textmeshpro meshrenderer) , like “+1” fade it in and fade it out. The problem is, how can i do that without triggering garbage collection or cpu or textmeshpros.Rebuild() function. How can i drop such messages as fast as possible? (Setting the text causes lag & animating the vertex color causes lag^^)
Do i have to predefine all possible texts? (Like 10 x “+1” textboxes. 10 x “+2” textboxes, “Nice!”)
How can i fade in (setting its alpha value) a textmeshpro textfield without triggering the textmeshpros.Rebuild() function in the TMP_UPdateManager.OnCameraPreRenderer method?
Do i have to animate the material propertys for that?
Maybe i just got some bugging or old version, as im reciving following warning:
Character with ASCII value of 32 was not found in the Font Asset Glyph Table. It was replaced by a space.
But i have ascii value 32 - space - in the glyph info?
I just upgraded TextMeshPro-1.0.55.56.0b11.dll files via the assetshop, this caused textmeshpro scripts stop working (script has an error in the dll blabla, but no log message showing up). After copying old files back (smart me) all inspector textmeshpro config was lost… yeah god thanks humanity invented beer^^ looks like ill upgrade to 2017. Please help^^