Textmesh pro vs text

12.12.2020 By Zulkibar

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What are the pros and cons of each? What are the differences? Deleted UserFeb 16, Joined: Oct 10, Posts: TextMesh is more light weight, it only needs 2 components.

Text needs 2 components as well as a canvas which is 1 or more components, and maybe an event system. TextMesh is used in world space and requires some math to get it to be in screen space. Text is in canvas space which can be in screen or world space. There could be other factors with performance that I have no numbers for, so I don't want to tell you something that could be wrong.

It really depends on what you are displaying and where you display it. The new UI performs nicely on my computer and my tablet, better on my tablet.

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TextMesh i have had no issues with performance or problems other than strings generating garbage, which is the same for any text, and that can be fixed. Chris-TruemanFeb 17, You must log in or sign up to reply here.Digital Native Studios.

Welcome, Guest. Please login or register. Home Help Search Login Register. Author Topic: how should Text Mesh Pro be used in a game script? Read times.

TextMesh PRO vs Unity 2018.2

Would someone please let me know how to get Text Mesh Pro fields to work in a game script with no errors? I do not mean a short object script which is attached to an object, I mean a game script having thousands of lines of code.

TextMeshPro is not the same as other fields because whatever I try in a game script Unity always says there is an error of some kind. A GameObject can only contain one 'Graphic' component. Also, an error is generated for tmpScore at every Update"NullReferenceException: Object reference not set to an instance of an object", but no error is generated for tmpLives.

Stephan B. Administrator Hero Member Posts: Quote from: alphaprime on December 28,PM. Collections. Alternatively, you can now use the RectTransform on the text object instead. I do appreciate your help and I want to get this working so I can progress forward making games. As I said in that email I had already tried everything. I must use the Task Manager to end the Unity Editor. I have found a command which works with no errors.

Here is the relevant code. Code: [Select]. Quote from: alphaprime on December 29,PM. If not add one. SMF 2.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. When I write rtl right to left text with English text ltr the English word gets flip with all the text. It's called the right to left mark.

There's also the corresponding Left to Right mark to flip things back again. Actually getting either one in a place where you can copy it is hard, I've had the RTL one sitting in a draft email for years at this point pretty much ever since that comicthough if I try to send the email, it gets stripped out. Similarly, I've failed four times now to capture the LTR mark to include in this post. How are we doing?

textmesh pro vs text

Please help us improve Stack Overflow. Take our short survey. Learn more. Asked 1 year, 7 months ago. Active 1 year, 7 months ago. Viewed times. I have recently discovered the TextMesh Pro in unity and it is amazing but I have 1 issue. What should I do? Is there a setting that I need to change? SagiZiv SagiZiv 2 2 silver badges 13 13 bronze badges. Active Oldest Votes. Thanks for the response, I tried the following: textCom.Alessia Nigrettioctubre 16, This means that making your UI in Unity look great has become much easier and faster!

It is just as performant even more, in some cases and it uses a completely different rendering technique called Signed Distance Field SDForiginally used by Valve in Team Fortress 2.

Together with having the power to make your text look great without much effort, TextMesh Pro also provides you with a much more advanced control over it, via inspector or scripting. There are two main reasons why it is a great idea to start your projects using TextMesh Pro. First, visual improvements. Every TextMesh Pro component has a material attached to it that you can tweak in order to modify the style of your text.

Second, better control. The TextMesh Pro component includes all variables you can find in the ordinary text component, plus a lot more. Working with the default Unity text, you might have noticed that sometimes stretching or resizing the object causes it to look blurry.

Because of the different rendering technique that TextMesh Pro is using, this is no longer an issue. SDF is based on the principle of rendering a Font Atlas at a high resolution so that the font always has information about what a character would look like when resized.

This allows you to choose the resolution for its Font Atlas which will determine how effective SDF rendering will be for your text. Obviously, the lower the resolution you choose, the faster the Font Atlas will be generated. Since the Font has information about how it would look like at different sizes, it can also reconstruct its Outline and Dropped Shadow from the Font Atlas.

How to make CRISP TEXT in Unity

Simply tweak the material properties and watch your text change its look entirely! As we have seen, TextMesh Pro offers great looking text. The TextMesh Pro component has options that allow you to customize font size, spacing, alignment, kerning, or to enable Autosize and to fit your text into a Container. The last two, in particular, give you great control over working with different platforms or different languages, as they allow your text to autosize depending on a given text container without the need of any scripting.

For an extra layer of customization, you can also add the Text Info Debug Tool component to your text object so that you can visually represent characters, words, links, lines etc. If you want to save time reformatting your text every time you insert a header, a title, a quote etc. One example could be to inject a decoration to a header.

In addition to controlling the way the text looks from the inspector or a script, you can control it from the text field itself. This is particularly useful in cases where you want to use multiple styles, sizes, materials in the same text object.

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This will allow lighting in the scene to affect the text. In the example below, a few real-time point lights are moving around the scene and affecting the text. If you have generated a Font Atlas that is missing certain characters, TextMesh Pro will make the character fall back to a default glyph whenever typed.

Alternatively, you can set up one or more Font Assets to which TextMesh Pro will fall back to if the character is not found in the primary Atlas. For optimization purposes, it makes sense to keep the main Font Atlas at a higher resolution, and all the fallback Atlases to a lower one.

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When using Rich Text, you can insert a Sprite depending on which are available in the primary Sprite Asset you have defined in the Settings. From this new asset, you can customize settings such as offset or pivot. Likewise, you can set up a series of Fallback Sprite Assets to fall back to if a Sprite is not found in the primary Sprite Assets.

textmesh pro vs text

In terms of performance, as we have already mentioned, TextMesh Pro works similarly to the default text: it still renders on quads, so it is as efficient as using a bitmap font. There is also no runtime memory allocation: TextMesh Pro will only allocate space for the text objects when you press play.

I strongly recommend you to take a look at them before you start using TextMesh Pro, as their content might answer most of the questions you have. However, if you want to provide your feedback or still have any questions, you are welcome to do so via the Forums.

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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. Text only? I have been doing my research and I can't seem to find any article that explains if this is true and why.

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TextMesh Pro

Learn more. Asked 2 years, 6 months ago. Active 2 years, 6 months ago. Viewed 2k times. Sophie Sophie 11 6 6 bronze badges. The best way to have your answer is to test by yourself and use the profiler.

For a beginner myself I am not familiar with the profiler. For a beginner I'd recommend not worrying about performance too much, and just use whichever looks better. Once you get more familiar with everything it'll be far easier to profile performance and work out exactly which parts are really slowing things down.

Can't notice any practical performance hits. I can never go back to using the regular Text component though. TextMesh is just so much better at displaying text. Active Oldest Votes.

textmesh pro vs text

Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password.Alessia NigrettiOctober 16, This means that making your UI in Unity look great has become much easier and faster!

It is just as performant even more, in some cases and it uses a completely different rendering technique called Signed Distance Field SDForiginally used by Valve in Team Fortress 2. Together with having the power to make your text look great without much effort, TextMesh Pro also provides you with a much more advanced control over it, via inspector or scripting. There are two main reasons why it is a great idea to start your projects using TextMesh Pro.

First, visual improvements. Every TextMesh Pro component has a material attached to it that you can tweak in order to modify the style of your text. Second, better control. The TextMesh Pro component includes all variables you can find in the ordinary text component, plus a lot more. Working with the default Unity text, you might have noticed that sometimes stretching or resizing the object causes it to look blurry.

Because of the different rendering technique that TextMesh Pro is using, this is no longer an issue. SDF is based on the principle of rendering a Font Atlas at a high resolution so that the font always has information about what a character would look like when resized.

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This allows you to choose the resolution for its Font Atlas which will determine how effective SDF rendering will be for your text. Obviously, the lower the resolution you choose, the faster the Font Atlas will be generated. Since the Font has information about how it would look like at different sizes, it can also reconstruct its Outline and Dropped Shadow from the Font Atlas.

Simply tweak the material properties and watch your text change its look entirely! As we have seen, TextMesh Pro offers great looking text. The TextMesh Pro component has options that allow you to customize font size, spacing, alignment, kerning, or to enable Autosize and to fit your text into a Container. The last two, in particular, give you great control over working with different platforms or different languages, as they allow your text to autosize depending on a given text container without the need of any scripting.

For an extra layer of customization, you can also add the Text Info Debug Tool component to your text object so that you can visually represent characters, words, links, lines etc. If you want to save time reformatting your text every time you insert a header, a title, a quote etc. One example could be to inject a decoration to a header.

In addition to controlling the way the text looks from the inspector or a script, you can control it from the text field itself. This is particularly useful in cases where you want to use multiple styles, sizes, materials in the same text object. This will allow lighting in the scene to affect the text. In the example below, a few real-time point lights are moving around the scene and affecting the text. If you have generated a Font Atlas that is missing certain characters, TextMesh Pro will make the character fall back to a default glyph whenever typed.

Alternatively, you can set up one or more Font Assets to which TextMesh Pro will fall back to if the character is not found in the primary Atlas. For optimization purposes, it makes sense to keep the main Font Atlas at a higher resolution, and all the fallback Atlases to a lower one. When using Rich Text, you can insert a Sprite depending on which are available in the primary Sprite Asset you have defined in the Settings.

From this new asset, you can customize settings such as offset or pivot. Likewise, you can set up a series of Fallback Sprite Assets to fall back to if a Sprite is not found in the primary Sprite Assets.Alessia NigrettiOctober 16, This means that making your UI in Unity look great has become much easier and faster!

It is just as performant even more, in some cases and it uses a completely different rendering technique called Signed Distance Field SDForiginally used by Valve in Team Fortress 2. Together with having the power to make your text look great without much effort, TextMesh Pro also provides you with a much more advanced control over it, via inspector or scripting.

There are two main reasons why it is a great idea to start your projects using TextMesh Pro. First, visual improvements. Every TextMesh Pro component has a material attached to it that you can tweak in order to modify the style of your text. Second, better control. The TextMesh Pro component includes all variables you can find in the ordinary text component, plus a lot more.

Working with the default Unity text, you might have noticed that sometimes stretching or resizing the object causes it to look blurry. Because of the different rendering technique that TextMesh Pro is using, this is no longer an issue. SDF is based on the principle of rendering a Font Atlas at a high resolution so that the font always has information about what a character would look like when resized.

This allows you to choose the resolution for its Font Atlas which will determine how effective SDF rendering will be for your text. Obviously, the lower the resolution you choose, the faster the Font Atlas will be generated. Since the Font has information about how it would look like at different sizes, it can also reconstruct its Outline and Dropped Shadow from the Font Atlas. Simply tweak the material properties and watch your text change its look entirely!

As we have seen, TextMesh Pro offers great looking text. The TextMesh Pro component has options that allow you to customize font size, spacing, alignment, kerning, or to enable Autosize and to fit your text into a Container. The last two, in particular, give you great control over working with different platforms or different languages, as they allow your text to autosize depending on a given text container without the need of any scripting.

For an extra layer of customization, you can also add the Text Info Debug Tool component to your text object so that you can visually represent characters, words, links, lines etc.

If you want to save time reformatting your text every time you insert a header, a title, a quote etc. One example could be to inject a decoration to a header. In addition to controlling the way the text looks from the inspector or a script, you can control it from the text field itself. This is particularly useful in cases where you want to use multiple styles, sizes, materials in the same text object. This will allow lighting in the scene to affect the text. In the example below, a few real-time point lights are moving around the scene and affecting the text.