So whenever I resize the scale of a rect transform in code, and a child or the game object contains a TextMesh Pro component, the text just disappears, what is going on? and is there a way to fix this?
In which version of Unity and TextMesh Pro are you observing this behavior?
Can you provide me with a script that I can add to a text object to test this out?
I’m using Unity: 2019.1.4f1
For textmesh pro: 2.0.1
I’m pretty much just interpolating from a scale 0 to scale 1 for a little animation for UI with something like this
private Vector3 maximumScale;
private Vector3 minimumScale
// Update is called once per frame
protected void Update()
{
if (timerActive)
{
transform.localScale = Vector3.Lerp(minimumScale, maximumScale, timePassed);
UpdateTimer();
}
}
Make sure the scale is uniform. Ie. X, Y and Z all have to have the same value.
If the issue persists, please provide me with a simple repro scene / project or if easier just submit a bug report with the include repro project and then provide me with the Case #.
I should be able to look at this today if you can get me a project / scene or something.
P.S. I realize that asking for a repro scene / project requires additional investment of your time. My apologies for that.
I most certainly want to help you (all users) resolve potential issues and given I have been totally slammed lately (so much to do / so little time) providing these repro projects / bug reports make it so much easier for me and helps ensure I can quickly reproduce the potential issue, figure out what is going and ultimately resolve the issue and get you back to working on your stuff
It works when the Canvas Render mode is on Screen Space - Overlay, but not in Screen Space - Camera.
That is strange. Now I really need some simple scene / repro for this.
Sorry my bad, I meant world space
Edit: Here’s a scene with it, the script isn’t active which is on the image
https://www.dropbox.com/s/qoj0ixsy0lbs65s/TextMeshPro Bug.zip?dl=0
Thank you for providing the project for me to look at.
As I suspected, the issue is related to the use of non uniform scale where the Z scale remains at Zero which results in the text object not being visible.
Change your initialScale to use a Vector3 instead of Vector2 as this results in the Z scale remaining at Zero.
In order for the text to render correctly, scaling information is passed to the shader via the vertex attributes. Having Z at zero makes for unhappy text.
Thank you for your help