![]() Specify the maximum acceptable amount to reduce character width when sizing the text. ![]() Specify the largest acceptable font size, in points. Specify the smallest acceptable font size, in points. Tip: For static text, you can enable Auto Size, note the calculated font size (displayed in the Font Size field), then disable Auto Size and apply the calculated size manually.ĭefine the basic rules for auto-sizing text. This is a resource intensive process, so avoid auto-sizing dynamic text that changes frequently. When this option is enabled, TextMesh Pro lays out the text multiple times to find a good fit. Specify the text display size, in points.Įnable this option to set the font size automatically, based on the Auto Size Options. The text is displayed in all uppercase, but letters you actually entered in uppercase are larger. This does not change text casing in the Text field.Ĭonvert the text to uppercase before rendering. This renders an extra line above the baseline.Ĭonvert the text to lowercase before rendering. This renders an extra line below the baseline. The appearance of italicized text is defined in the font Asset properties. The appearance of bold text is defined in the font Asset properties. You can use these options in any combination, except for the casing options (lowercase, uppercase, and small caps), which are mutually exclusive. This preset list includes all materials whose names contain the font Asset's name, and use the corresponding font atlas texture. Note: You can set the default font Asset for new text objects in the TextMesh Pro settings.Įach font Asset has a default material, but you can also create customized materials for it. TextMesh Pro ships with several font assets, and you can create others from standard font files such as truetype (ttf) fonts. The fonts settings panel is where you choose a font for your text, and customize the font style.Ĭhoose a font Asset for the TextMesh Pro GameObject to use. You can further customize the look of text by changing or editing its material. The Main Settings section contains the properties needed to define the basic appearance of text. The text is reversed before it is displayed on screen or rendered. The Inspector displays an additional input field where you can view the reversed text and edit it directly. The text section is where you enter the text to display, and optionally customize it using rich text markup.Įnable this option to display text right-to-left instead of left-to-right. UV Mapping: Controls how textures are mapped to the face and outline of the text.Įxtra Settings: Additional options for controlling the appearance and behavior of text. Wrapping and Overflow: Controls word wrapping and defines what happens when text doesn't fit inside its display area. Spacing: Controls spacing between characters, words, lines and, paragraphs.Īlignment: Controls horizontal and vertical text alignment. Text: Where you enter the text to display, along with any rich text markup.įont: Specifies the font to use, as well as basic font attributes (size, style, and so on).Ĭolor: Defines the base color or color gradient for the text For more information see the Shaders section. Material: A Unity material that uses one of the TextMesh Pro shaders to further control the text's appearance.TextMesh Pro UGUI (Script): Contains the text to display, and the properties that control its appearance and behavior.For more information, see the Canvas Renderer documentation in the Unity Manual. Canvas Renderer: Renders the GameObject on the canvas.For more information, see the Rect Transform documentation in the Unity Manual. Rect Transform: Controls the GameObject's position and size on the canvas.By default, a TextMesh Pro UI Text GameObject has the following components:
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