In my chat I have a string like this below and it adds a break between the p and the y
it wont let me post the string says they are banned Russian characters.
There is no /n between the p and y though. When I look at the string in the inspector on the TextMeshProUGUI component
Can you copy / paste the text into a .txt file and then post that file.
I suspect some control character. You should be able to determine that by iterating over the string and checking each char.
P.S. I have spoken to the forum folks about this banned character thing which is related to trying to limit forum spam but clearly an annoyance for text users.
I am not seeing any special characters between the “p” and “y” in the text you provided me.
If you use the arrow keys to step over the text in the Text Input Box, does the cursor seem to get stuck between the “p” and “y” on your end? If so, that means there is a control character there.
This is the result I got by copy / pasting this text in a text object using the default LiberationSans SDF font asset.
The square characters after the y indicate missing characters and glyphs from your font asset. This either means, these characters are not present in the font file or could not be added to the font asset’s atlas texture because perhaps it is full and no fallback is available.
Sub text objects are created as needed whenever a character comes from a fallback font asset, sprite asset or other atlas texture when using Multi Atlas texture on the font asset.
What version of the TMP package are you using?
Check the LiberationSans SDF - Fallback in your project. Is its atlas texture full? If it is, you can either increase the Atlas size in the Generation Settings to 1024 x 1024 or enable multi atlas texture on this fallback font asset.
I don’t have any in my Fallback Font Assets. Says List is Empty.
Probably a stupid question but…
What should i put there lol? LiberationSans SDF - Fallback ?
The default LiberationSans SDF included in the TMP Essential Resources already points to LiberationSans SDF - Fallback in its local fallback list as seen below.
Simply select the Atlas Texture of the font asset in the Project Window as seen below.
As you can see in the above image, the atlas texture of my LiberationSans SDF - Fallback font asset only contains a few characters.
Note: You can Reset any font asset and their atlas textures by using the Context Menu Reset option on the font asset. Note that it will clear the whole font asset dynamic data so make sure you don’t accidently Reset a static font asset for instance.
Note2: If the atlas texture of your fallback is full, you should consider enabling “Multi Atlas Texture” on that font asset or consider increasing the atlas texture size.
I would recommend watching the following two videos which cover all of this information.