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Text mesh pro rtl editor11/27/2023 ![]() Overrides the color tags forcing the vertex colors to be the default font color. Setting this value will result in an instance of the font material. Changing outlineColor will result in an instance of the material. The color of the "_OutlineColor" property of the material. The amount of additional spacing to be added between each lines of text. Sets the RenderQueue along with Ztest to force the text to be drawn last and on top of scene elements.ĭetermines where word wrapping will occur. Using fontSharedMaterial will not result in an instance of the material.Ĭontrols how the face and outline textures will be applied to the text object. The material assigned to this text object. Assigning a material will result in an instance of the material. Changing faceColor will result in an instance of the material. The color of the "_FaceColor" property of the material. When disabled, the text will be displayed on a single line. Extra padding may be necessary when displaying small text to prevent clipping.Įnables or disables word wrapping. It does not affect spacing between characters. Increases the size of the geometry for each character. ![]() The amount of additional spacing between individual characters. Note: Color tags will override this default color unless overrideColorTags is set to true. The default vertex color assigned to each character. Prevents the anchor position from being adjusted unless the change exceeds 40% of the width of the underline character. Which point of the text shares the position of the Transform. The master branch does not include any RTL features.How lines of text are aligned (Left, Right, Center, Justified). Note: Switch to the RTL branch of this repository to get access to RTL support. Note: If needs_closing_tag is false, then the affected text is the rest of the string past the tag.Īfter creating the script for the tag, create an object of the tag type in the editor and store it in Resources/CustomTags/ so that the parser will know to look for the tag. The 'applyToText()' function is where you specify what you want to happen to your text that is affected by the tag. Note: If false, the parser will not look for a closing tag, and therefore, if a closing tag is in the text, it will not be parsed. The needs_closing_tag property is whether or not the tag needs an end tag to be parsed correctly. The tag_name property is the name the parser will be looking for when it is parsing your text. You will need to override three things for each custom tag you create: To create a custom tag to apply to Yarn text, simply extend the CustomTMPTag class. After Yarn has parsed it, the component will add the # in to let TextMesh Pro parse it. Just write your TextMesh Pro color styling tag without the #. YarnSpinner doesn't work well with #'s because it uses them to denote comments. Note: If you are using TextMesh Pro to color parts of the text, using Hex Codes requires a #. Just make sure you are using the TextMesh Pro UGUI component, not the regular TextMesh Pro component. Rich Text All Text Mesh Pro 's tags are available in RTL Text Mesh Pro RTL InputField (See known issues) Realtime InputField is supported. Start writing and texts will be converted right away. The TMPDialogueUI component in this set of extensions allows YarnSpinner to access TextMesh Pro UGUI Components and use them for dialogue rather than using Unity UI Text. Features Farsi, Arabic and Hebrew Realtime RTL Text You don't need to convert, copy and paste texts. For example, if you wanted to italicize a part of the text, that wouldn't work with regular old Unity UI. YarnSpinner works with regular Unity UI Text, which doesn't allow for styling of specific parts of the text. These scripts integrate YarnSpinner with TextMesh Pro, allow the creation of custom rich text tags, and allow YarnSpinner to display RTL text. This project contains a few scripts that extend YarnSpinner, TextMesh Pro, and RTL TextMeshPro. Note: This set of extensions works with YarnSpinner 1.0.1.
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