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To solve this, enable extra padding in the font settings panel of your text object. Why is the data contained in the TextMeshPro. For optimization purposes, changes to any of the properties of the text object are processed as a group once per frame which happens just before the frame is rendered.
Once the text object is re-generated the text object and content of the TextMeshPro. Most of the time, this is fine however for those times where you need a text object to be updated right away, you can use the ForceMeshUpdate function. My materials appear to be broken. How do I fix them? Have a look at this video. You have to use escape codes for such characters. You can add them to the font atlas explicitly in the same way, or use unicode ranges.
I have many dynamic text objects with auto-size and the performance is bad. How do I improve this? Auto-size is expensive, because text layout needs to be performed multiple times to find the best fit point size.
If the text is static or remains about the same length, it would be more efficient to only use Auto-size when the text object is first instantiated to find the best fit point size. Thereafter simply disable the Auto-size and manually set the point size via script. You can, but there are actually two different types of TextMeshPro components. To access these components in your scripts you will also need to include the "using TMPro;" namespace.
How can I assign a different material preset to my text object? You can apply a different material preset by dragging it from the project view onto the material inspector of the text object. To learn more about creating and using Material Presets, see the following video.
How can I increase the range of text effects like dilation, outline, and underlay? The effective range of these material properties is determined by the Sampling Point Size to Padding ratio when creating the font asset. The larger the ratio, the more effective range you will have. Of course a larger ratio means a larger padding value which means less room for character data. So there is a trade-off between character sampling quality and visual effect range. Use the smallest padding that works for you.
Note that the padding is specified in pixels, so if you double the texture size you also have to double the padding to keep the same range. See here and here for more details. Can I use drop caps? See this topic for details. Can I put text on a curve? See the following thread. Why doesn't the font tag load my custom font? SetPixels were used with invalid input parameters. Do not generate alpha channel if the alpha value is constant in the source texture.
Blit always writing to the first depth slice of a 3D render target and ignoring the depthSlice parameter. GetPixel returning the wrong data from a BC6H compressed cubemap. Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other. This fixes prevents error message "Releasing render texture whose render buffer is set as Camera's target buffer with Camera. PackTextures not copying the source texture data correctly in an uncompressed atlas with non-zero padding.
Graphics: Update documention to clairfy that a MaterialPropertyBlock cannot set the render state. The type uses generic or array types which are nested beyond the maximum depth which can be converted'. Linux: Fixed uninitialized screen dimensions at startup with some window managers. The error from the C compiler often includes this text: "There is no boxing or type parameter conversion from Multiplayer: Network simulator works again.
NavMesh: Fixed the tile carving algorithm so that it's capable of handling colinear degenerate triangles. This was causing the generated NavMesh to have a double line on polygon and was causing a trembling movement for its associated GameObject.
Note: this change breaks protocol compatibility with previous 5. You need to recompile and redeploy existing 5. Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms. ComputePenetration and Physics. ClosestPoint were not returning the correct value when a rotated Collider had its centre offset. Shaders: Prevent assert failures and crashes when attempting to compile tessellation or geometry shaders on platforms where they're not supported.
Version 2. See Test report of 1. Instructions: Install and run shortcut on desktop! Pass: DST-Gsm Try download and install : Windows 10 and 64bit Fix. Any issue? Leave your comments below! Thank you! Update History:. Fixed flashing bugs for Huawei Y, G Ghazwan Eid 27 April at Nwachinemere Nnadozie 1 May at Gsm guru 1 May at Unknown 20 May at Epic Nigerian 13 August at Nwachinemere Nnadozie 13 August at David Okocha 11 October at Nwachinemere Nnadozie 12 October at Unknown 15 November at Nwachinemere Nnadozie 15 November at Mueeid Soomro 14 March at DST-Gsm 5 May at Unknown 13 May at DST-Gsm 20 May at Unknown 6 August at DST-Gsm 15 September at Subhadra hotel 26 January at DST-Gsm 1 February at Anton 31 January at Muhammad Zohaib 3 August at Pro Crack Software 21 August at Anton 29 September at Kashif 4 October at Salena Gomez 13 October at Muhammad Zohaib 16 October at Tanveer Ahmad 19 October at Onecracks 1 November at I do not know h 10 November at Unknown 12 November at Javed 12 November at Software Hub 21 November at
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