Author Topic: New Beta Release for Unity 4.6 & Unity 5.x  (Read 15563 times)

Stephan B.

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New Beta Release for Unity 4.6 & Unity 5.x
« on: March 16, 2015, 12:54:50 AM »
Two new Beta Releases of TextMesh Pro are now available to registered users of the product. As usual, these new releases are found in the members only "TMPro - Alpha & Beta Releases" section of the forum.

The latest for Unity 4.6 is Beta Release 0.1.46 Beta 4.4.

The latest for Unity 5.0 is Best Release 0.1.5 Beta 1.2.
« Last Edit: October 06, 2015, 02:13:17 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #1 on: March 16, 2015, 12:56:11 AM »
IMPORTANT
This new release includes the new Sprite Tag feature which enables adding graphics inline with the text. This is the first implementation of this feature which is only supported with the TextMeshPro UGUI Component at this time. Support for the normal TextMeshPro Component will be added in a subsequent release and as I get more feedback. Structural changes were required to add this new feature, please begin testing on backups of your projects to make sure everything is working as expected.

I am planning on creating a new video tonight which will go over the Sprite Asset creation process and the feature itself.

TextMeshPro 0.1.46 Beta 4 Release Notes
  • Added (2) new Shaders which are Overlay Mode shaders. These are useful when setting up a scene in the editor where Overlay text is required.
  • Re-factored a big chunk of the GenerateMesh function. More specifically the portion dealing with word wrapping, line spacing and text overflow.
  • Added Text Overflow pull down in the editor.
  • The masking mode in the Text Overflow is partially implemented.
  • textInfo.wordInfo[] has been added. It contains information about the words in the text object.
  • Text Auto-sizing uses the Ascender & Descender to determine potential sizes.
  • Vertex Gradient colors can now be animated using Unity's Animation Component.
  • Improved how line spacing is handled with lines of different sizes when the <size> tag.
  • Added new <cspace=00.0> and </cspace> tags which control character spacing for the characters between the tag. [10/30]
  • Added new property. TextMeshPro.fontStyle which allows to force a style on the text like bold, italic, etc... It most cases, it is more practical to use the <b> <i> tags. However, FontStyles.UpperCase and FontStyles.LowerCase was also added to the list and those are more convenient to be set via this property and scripting. [10/30]
  • Added new <allcaps></allcaps> tag which forces all lowercase letters to become uppercase. [11/2]
  • Added new <smallcaps> </smallcaps> tag to add small caps. [11/2]
  • Improved missing glyph fallback. Before inserting a red x to indicated a missing glyph, TextMesh Pro will display the uppercase or lowercase of the glyph if available.[11/2]
  • Added Style selection in the Editor Panel.  [11/30]
  • Text Overflow - Page Mode - Instead of truncating the text that overflows outside the Text Container or RectTransform, it is broken into pages. A new property public int pageToDisplay controls which page of text is to be displayed. [12/18]
  • Added new tag <indent=xx.x> and </indent> which allows to indent a block of text by the amount specified. [12/18]
  • Added support for <color=#FF00FF> and <color=#FF00FF00>. The previous <#FF00FF> and <#FF00FF00> are still supported. [12/18]
  • Added new tag <line-h=xx.x> </line-h> which provide control over line height. This will override the font line height and keep the spacing constant to the xx.x value. [12/18]
  • Added new tag <alpha=#FF> to control just alpha. The </color> tag cancels it.
  • Added a new Alignment option; Baseline which has the text positioned at the baseline of the first line.
  • TextContainer.isAutoFitting will force the Text Container to be fitted to the size of the initial text.
  • Added new Rich Text Tags which provide control over text alignment within the body of the text. The new tags are <align=left> <align=center> <align=right> <align=justified> </align>[11/30]
  • Added new UV Offset & Line Offset in conjunction with Material Property UV Speed to allow animating UVs for the Face and / or Outline Texture.  [11/30]
  • Added new Line Spacing adjustment to the Text Auto-Sizing feature. This allows users to how much line spacing can be adjusted before the font size is reduced.  [11/30]
  • Added lineInfo[].lastVisibleCharacterIndex which complements lineInfo[].lastCharacterIndex.
  • Added the ability to define Tab Size in the Font Asset Editor panel. [03/15]
  • Added the ability to create font assets as large as 8192 X 8192. Those take a while to produce even at Distance Field 16. [03/22]
Unity 4.6 new UI Specifics
  • Added support for the Auto Layout system via the ILayoutElement Interface.
  • Material Component (inspector) is now added similarly to how it is added with the normal Mesh Renderer. This allows to change shaders more easily.
  • Drag-n-Drop of new material on top of the Material Component allows to easily assign a new material to the TextMeshProUGUI text object.
  • TextMeshProUGUI Object will now add an EventSystem if one does not exist in the scene.[11/3]
  • Right Click (Context Click) will now automatically parent the TextMeshProUGUI object to the selected object.[11/3]
  • Normals & Tangents are now supplied to the UIVertex for UGUI.
  • Modified how materials are assigned to CanvasRenderer as a result of the renderer not serializing any data.
  • Revised material assignment to support the concept of SharedMaterial & Instance Material with the new CanvasRenderer which doesn't use that concept.
  • Improved support for Layout Components. [11/2]
  • UI Mask is now supported for up to 3 layers of masking. [12/5]
  • Disabling text auto size will now use the original font size instead of the modified size of the auto size feature. [11/30]
  • new <sprite=xx> tag has been added which enables adding graphics inline with the text. [02/10]
  • Added option to create new TextMeshPro Sprite Assets. This option is accessed by selecting a Texture (sprite) and using the context menu Create or by going to "Assets -> Create -> TextMeshPro Sprite Asset".
  • New TextMeshPro Sprite Asset Editor which enables adjusting the offset and scale of the sprites relative to the baseline of the font.
  • Fixed an issue with Depth sorting when using the Canvas Renderer Mode Worldspace. [03/22]
  • Fixed an issue related to prefab editing where a new TextMeshProUI Component is added to an object in the prefab. [03/22]
  • Fixed an issue where the TextContainer.pivot would not match the TextContainer.anchorPosition. [Next Release]

Changes
  • Font Asset Creator now defaults to using Render Mode "Distance Field 16"
  • Font Asset Creator will now check if the most recent Plugin versions are being used and replace them if not.
  • Sorting Layer ID & Sorting Order are no longer being serialized.
  • Reorganize the fonts and font assets to minimize the amount of content included in builds. Users will have to pay attention and manage the content of the resources folder.
  • Vertex color alpha now affect Glow Alpha as well. [03/15]
  • Improved how scaling is handled where the text object no longer needs to be regenerated when translation and scaling of the transform occurs. [03/15]
  • Changed how the Canvas Render modes and Canvas Scaler are handled in relations to Distance Field Font Scaling. This could result in fuzzy looking text. [03/15]
  • The color of the underline will be that of the first character where underline begins. [03/15]
  • Added a new vertical alignment mode (Midline) where text is aligned vertically based on the character's geometry instead of font metrics. [03/15]
  • GUI Skins and Textures are now managed by a separate script which ensure they are loaded only once. [03/15]
  • Fixed a minor GUIStyle issue with the Font Asset Creator. [03/22]

Fixes
  • TextMeshProUGUI Objects now behave correctly when enabled and disabled.
  • Fixed an issue with Text Auto-sizing where the min / max are changed.
  • Fixed any issue where Font Auto Size would eventually become Zero when Atlas Resolutions was changed in the Font Asset Creator.
  • Modified the ShaderUtilities class to avoid JIT issues on iOS steaming from Unity not being able to call some internal functions from separate threads.
  • Fixed a few issue related to Prefabs and text not syncing up as well as potential errors resulting from that.
  • Fixed additional issues related to Prefabs and loading scenes containing Prefabs. 10/30
  • Underline is now working correctly with UGUI.
  • Updated how text justification is handled to now use glyph metrics as opposed to the mesh bounds. Justification now mirrors MS Word and other word processors.
  • Fixed an issue with bounds calculations.
  • Fixed an issue with Center and Right Alignment when Character Spacing is used.[2/10]
  • Fixed an issue where preferredHeight was incorrect when using \n or when spaces were at the beginning of a line. [03/15]
  • Fixed an issue affecting word wrapping for East Asian languages. [03/15]
  • Fixed a bug where the save button was not working in the Font Asset Creator when Smooth or Raster modes were used. [03/15]
  • Fixed a calculation issue with text auto sizing which caused unnecessary iterations.  [03/15]
  • Fixed an issue related to sorting order based on scene hierarchy when using the new UI TMP Component.  [03/15]
  • Fixed an issue where truncating and ellipsis where not handled correctly.  [03/15]
  • Changed the Render Queue for ARIAL SDF which was set incorrectly. [03/15]
  • Fixed an issue where multi-object selection was resetting alignment on the objects. [03/22]
  • Fixed an issue related to word wrapping and sprites which occurred when words had to be broken. [03/22]
  • Re-adjusted the text auto sizing incremental resolution to be 0.05 point size. [03/22]
  • Fixed an issue where object scale of zero would cause the text not to render. [03/24]
  • Lots of minor fixes.

Known Issues
  • Sceneview doesn't seem to get updated correctly when a TextMesh Pro property is changes when a layout component is present. This appears to be another Unity 4.6 issue. It is minor but still an issue. It does not happen in play mode.
  • Found an issue with the Paragraph UV Mapping mode resulting from the addition of the <align> tag.
  • Non Stencil Masking is not happy right now. Masking using the new UI (Stencil Masking) is fine.
  • Truncate Mode & Ellipses may not play nice with the Auto Layout Components.*


Examples Scenes Added a new example scene to demonstrate the new sprite tag feature. The scene is located in "TextMesh Pro/Examples/Scenes/10 Inline Graphics & Sprites". It also includes a Reveal script examples as well.

UPDATES
2/10/2015 Release 0.1.46 Beta 4
2/11/2015 Release 0.1.46 Beta 4.1
2/18/2015 Release 0.1.46 Beta 4.2 * This release addresses the issues reported thus far in this thread. Unless you are affected by those few issues, I would stick to Beta 4.1.
3/01/2015 Release 0.1.46 Beta 4.3 * Updated support for line breaking for East Asian languages and a saving issue with Smooth and Raster modes in Font Asset Creator.
3/15/2015 Release 0.1.46 Beta 4.4
3/22/2015 Release 0.1.46 Beta 4.5 * See release notes above.
3/24/2015 Release 0.1.46 Beta 4.5.1 * See release notes above.

NOTE: Support for East Asian languages required re-enabling loading resources in the TextMeshProFont which exposes a bug in Unity when those resources are loaded from a prefab which is instantiated at runtime. Unless this functionality is required, or you are having issues with the previous Beta 4 release, I would consider waiting on a more significant release before updating from Beta 4.1 to 4.2 or 4.3.
« Last Edit: March 30, 2015, 03:08:02 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #2 on: March 16, 2015, 12:57:24 AM »
This release is essentially the same as Beta Release 0.1.46 Beta 4.5 with changes specific to Unity 5.0 (64 bit).

Important Note for Windows Users: If you are NOT using Visual Studio, you will need to install the Visual C++ Redistributable Packages for Visual Studio 2013. Please download and install "vcredist_x64.exe". These dll's are required by the Font Asset Creator and sadly no longer included in Unity 5.0.


TextMeshPro 0.1.5 Beta 1 Release Notes
  • The native plugin(s) used by the Font Asset Creator are now located in the "TextMesh Pro/Plugins/..." folder. Since both the Personal and Professional Edition of Unity 5.0 include support for native plugins, it is no longer necessary for these files to be copied to the root of the project. :)
  • Renamed the native plugin .dylib to .bundle as the dylib was not found in the Plugins folder. [Beta 1.1]
  • The custom material editor for the TextMesh Pro Shaders has been updated as a result of the change to the material RangeProperty function.
  • The package has been updated as to no longer require the Automatic script conversion. This includes lots of minor changes.
  • The Surface shaders have been updated to use the alpha:blend revised implementation in Unity 5.0.
  • Added a few extra example scenes showing a few more of the recently added Rich Text Tags.
  • Added the ability to define Tab Size in the Font Asset Editor panel. [03/15]
  • Vertex Color Alpha now also affects Glow Alpha. [03/15]
  • Added a new vertical alignment mode (Midline) where text is aligned vertically based on the character's geometry instead of font metrics. [03/15]
  • Added the ability to create font assets as large as 8192 X 8192. Those take a while to produce even at Distance Field 16. [03/23]

Fixes
  • Fixed an issue where preferredHeight was incorrect when using \n or when spaces were at the beginning of a line.
  • Fixed an issue affecting word wrapping for East Asian languages.
  • Fixed a bug where the save button was not working in the Font Asset Creator when Smooth or Raster modes were used.
  • Fixed a calculation issue with text auto sizing which caused unnecessary iterations. [03/15]
  • Fixed an minor issue with text auto sizing. Sizing is now at increments of 0.05 point size.
  • Fixed an issue related to sorting order based on scene hierarchy when using the new UI TMP Component. [03/15]
  • Fixed an issue where truncating and ellipsis where not handled correctly. [03/15]
  • Changed the Render Queue for ARIAL SDF which was set incorrectly. [03/15]
  • Fixed an issue with Depth sorting when using the Canvas Renderer Mode Worldspace. [03/23]
  • Fixed a minor GUIStyle issue with the Font Asset Creator. [03/23]
  • Fixed an issue where multi-object selection was resetting alignment on the objects. [03/23]
  • Fixed an issue related to prefab editing where a new TextMeshProUI Component is added to an object in the prefab. [03/23]
  • Fixed an issue where object scale of zero would cause the text to not render. [03/24]
  • Fixed an issue where the TextContainer.pivot would not match the TextContainer.anchorPosition. [Next Release]
  • Fixed an issue where underline would not be applied correctly. [Next Release]
  • Fixed an issue where the child Inline Graphic object would not be aligned propertly. [Next Release]

Changes
  • Updated the examples scenes using a Canvas to all use Render Mode - Screen Space - Overlay.
  • Improved how scaling is handled where the text object no longer needs to be regenerated when translation and scaling of the transform occurs. [03/15]
  • Changed how the Canvas Render modes and Canvas Scaler are handled in relations to Distance Field Font Scaling. This was resulting potentially fuzzy looking text. [03/15]
  • The color of the underline will be that of the first character where underline begins. [03/15]
  • GUI Skins and Textures are now managed by a separate script which ensure they are only loaded once. [03/15]
  • Changed how pixel size is computed by the shaders as a result of Unity's 5.0 using a different method to render the scene view. [03/15]
  • Text auto sizing point size accuracy is now 0.05 point size. [03/23]
  • Color tags are now nested. This means </color> will clear to the previous color as opposed to back to default color. [Next Release]

NOTE: There are several shader related warnings due to some changes to custom material editor in Unity 5.0. These will only be visible the first time the package is imported. I'll be updating the custom material editor in the next few days to make these go away.


03/09/2015 Release 0.1.5 Beta 1.1 - Addressed an issue with the native plugin on OSX. See notes above.
03/15/2015 Release 0.1.5 Beta 1.2 - See notes above.
03/23/2015 Release 0.1.5 Beta 1.3 - See notes above.
03/24/2015 Release 0.1.5 Beta 1.3.1 - See notes above. Minor quick fix.

* Added the ARIAL SDF Font Asset - Since it can somehow get corrupted in the import process.
« Last Edit: March 30, 2015, 03:08:35 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #3 on: March 22, 2015, 02:58:16 PM »
New Beta Releases for both Unity 4.6 and Unity 5.0 will be available later today.

The Unity 4.6 Release will be 0.1.46 Beta 4.5 and the Unity 5.0 0.1.5 Beta 1.3.

UPDATE - Release 0.1.46 Beta 4.5 has now been released.

UPDATE II - Release 0.1.4 Beta 1.3 has now been released.

« Last Edit: March 23, 2015, 01:02:54 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #4 on: March 30, 2015, 03:09:33 AM »
New beta releases for Unity 4.6 and Unity 5.0 are pretty much ready. Unless new issues get reported, I'll release these new betas by the end of the day on Monday.

Update: A few minor issues were reported today which I was able to resolve. However, I am waiting on replies from the users who reported these issues to be sure :)
« Last Edit: March 31, 2015, 12:12:01 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #5 on: May 11, 2015, 02:03:38 AM »
Looks like the latest beta releases are working pretty good given the number of downloads and very few issues being reported. That is a good sign :)

I am in the final testing stage of another release for Unity 5.0 which will address the few issues reported. The Unity 4.6 release should follow right after.

Assuming all goes well with those new releases, I'll finally be able to resume work and focus on new features. Let's just hope Unity doesn't throw me a curve ball with some wacky changes  ;)

Stephan B.

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Re: New Beta Release 0.1.5 Beta 1.5 for Unity 5.0
« Reply #6 on: May 11, 2015, 04:37:26 PM »
This release is for Unity 5.0 and contains updated 64 bit plugins for the Font Asset Creator.

Important Note for Windows Users: If you are NOT using Visual Studio, you will need to install the Visual C++ Redistributable Packages for Visual Studio 2013. Please download and install "vcredist_x64.exe". These dll's are required by the Font Asset Creator and sadly no longer included in Unity 5.0.


TextMeshPro 0.1.5 Beta x.x Release Notes
  • The native plugin(s) used by the Font Asset Creator are now located in the "TextMesh Pro/Plugins/..." folder. Since both the Personal and Professional Edition of Unity 5.0 include support for native plugins, it is no longer necessary for these files to be copied to the root of the project. :)
  • Renamed the native plugin .dylib to .bundle as the dylib was not found in the Plugins folder. [Beta 1.1]
  • The custom material editor for the TextMesh Pro Shaders has been updated as a result of the change to the material RangeProperty function.
  • The package has been updated as to no longer require the Automatic script conversion. This includes lots of minor changes.
  • The Surface shaders have been updated to use the alpha:blend revised implementation in Unity 5.0.
  • Added a few extra example scenes showing a few more of the recently added Rich Text Tags.
  • Added the ability to define Tab Size in the Font Asset Editor panel. [03/15]
  • Vertex Color Alpha now also affects Glow Alpha. [03/15]
  • Added a new vertical alignment mode (Midline) where text is aligned vertically based on the character's geometry instead of font metrics. [03/15]
  • Added the ability to create font assets as large as 8192 X 8192. Those take a while to produce even at Distance Field 16. [03/23]
  • Vertex Colors and text alignment should now be maintained when migrating from version 0.1.44 of TextMesh Pro. [04/26]
  • The TextMeshProUGUI Component now inherit from Graphics to improve compatibility with Layout Components. [04/26]

Fixes
  • Fixed an issue where preferredHeight was incorrect when using \n or when spaces were at the beginning of a line.
  • Fixed an issue affecting word wrapping for East Asian languages.
  • Fixed a bug where the save button was not working in the Font Asset Creator when Smooth or Raster modes were used.
  • Fixed a calculation issue with text auto sizing which caused unnecessary iterations. [03/15]
  • Fixed an minor issue with text auto sizing. Sizing is now at increments of 0.05 point size.
  • Fixed an issue related to sorting order based on scene hierarchy when using the new UI TMP Component. [03/15]
  • Fixed an issue where truncating and ellipsis where not handled correctly. [03/15]
  • Changed the Render Queue for ARIAL SDF which was set incorrectly. [03/15]
  • Fixed an issue with Depth sorting when using the Canvas Renderer Mode Worldspace. [03/23]
  • Fixed a minor GUIStyle issue with the Font Asset Creator. [03/23]
  • Fixed an issue where multi-object selection was resetting alignment on the objects. [03/23]
  • Fixed an issue related to prefab editing where a new TextMeshProUI Component is added to an object in the prefab. [03/23]
  • Fixed an issue where object scale of zero would cause the text to not render. [03/24]
  • Fixed an issue where the TextContainer.pivot would not match the TextContainer.anchorPosition. [04/26]
  • Fixed an issue where underline would not be applied correctly. [04/26]
  • Fixed an issue where the child Inline Graphic object would not be aligned propertly. [04/26]
  • Fixed an issue where Dynamic Batching was causing the text object to be fuzzy at small scales. [04/26]
  • Fixed an issue where textInfo.lineCount was inaccurate when word wrapping was no longer possible and character breaking was used. [04/26]
  • Fixed several issues when Layout Components were used. [04/26]
  • Fixed an issue where character UV coordinates were wrong when the Font Asset Size (Height) was larger than the Width. [04/26]
  • Fixed an issue where destroying text objects could cause Masking Material references to be lost on other objects sharing this material. [04/26]
  • Fixed an issue where Material instancing would misbehave when Masking is used. [04/26]
  • Fixed a few issues that occur when Canvas Scale is being modified via scripting. [04/26]
  • Fixed an issue where destroying a parent object using a UI Mask would result in a null reference. [05/11]
  • Fixed a minor issue with Underline [05/11]
  • More tweaks related to the Auto Layout System. [05/11]

Changes
  • Updated the examples scenes using a Canvas to all use Render Mode - Screen Space - Overlay.
  • Improved how scaling is handled where the text object no longer needs to be regenerated when translation and scaling of the transform occurs. [03/15]
  • Changed how the Canvas Render modes and Canvas Scaler are handled in relations to Distance Field Font Scaling. This was resulting potentially fuzzy looking text. [03/15]
  • The color of the underline will be that of the first character where underline begins. [03/15]
  • GUI Skins and Textures are now managed by a separate script which ensure they are only loaded once. [03/15]
  • Changed how pixel size is computed by the shaders as a result of Unity's 5.0 using a different method to render the scene view. [03/15]
  • Text auto sizing point size accuracy is now 0.05 point size. [03/23]
  • Color tags are now nested. This means </color> will clear to the previous color as opposed to back to default color. [04/26]
  • The <indent=xx.x> tag is now relative to font size and its value is now consistent with the <pos=xx.x> and <space=xx.x> tags. [04/26]
  • The Ellipsis (Char 8230) is now included in the Font Asset Creator - ASCII Set since it is needed for the Overflow Mode - Ellipsis.[04/26]
  • Scripts in the example folder are now using the TMPro.Examples namespace. [05/11]
  • Bold is no longer encoded in vertex color alpha. For instance, this will make it possible to use a CanvasGroup to fade the text objects. [05/11]
  • Renamed <line-h=xx.x> tag to <line-height=xx.x> to be more consistent with HTML tags. [05/11]
  • The alpha of the FaceColor, OutlineColor and GlowColor are now independently controlled. The vertex color alpha determines the max alpha of those other properties. [05/11]
  • Minor update to a few of the example scenes. [05/11]

NOTE: Due to Unity not setting the "_ScreenParams" shader built-in value correctly when multiple cameras are used or when the Canvas is set to Screen Space Overlay or when the Canvas Scaler is used, the text in the SceneView render incorrectly (fuzzy or too sharp). However, it should render correctly in the GameView. I have filed a bug report on this issue and awaiting feedback from Unity.

NOTE: There are several shader related warnings due to some changes to custom material editor in Unity 5.0. These will only be visible the first time the package is imported. I'll be updating the custom material editor in the next few days to make these go away.


03/09/2015 Release 0.1.5 Beta 1.1 - Addressed an issue with the native plugin on OSX. See notes above.
03/15/2015 Release 0.1.5 Beta 1.2 - See notes above.
03/23/2015 Release 0.1.5 Beta 1.3 - See notes above.
03/24/2015 Release 0.1.5 Beta 1.3.1 - See notes above. Minor quick fix.
04/26/2015 Release 0.1.5 Beta 1.4 - Release contains mostly bug fixes related to recent changes Unity made to the Auto Layout System. See release notes above.
05/11/2015 Release 0.1.5 Beta 1.5 - See notes above. Improved compatibility with CanvasGroup and mostly bug fixes related to the Layout System.

NOTE: These releases are located in the "TMPro - Alpha & Beta Releases" section of the forum which is only visible to registered members of the forum.
« Last Edit: May 11, 2015, 04:39:18 PM by Stephan B. »

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #7 on: May 13, 2015, 02:00:02 AM »
Updated both Unity 4.6 and 5.0 releases tonight.

I was able to sneak in the new Strikethrough text style in those two releases :) Below is an example of some of the Rich Text Tags available including the new Strikethrough.


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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #8 on: June 09, 2015, 02:33:51 PM »
Unity 5.1
Unity made some changes to the Undo / Redo API in Unity 5.1 which will result in a compiler error when using previous Unity 5.0 releases of TextMesh Pro. Beta Release 1.5 of TextMesh Pro for Unity 5.0 already includes changes to address this Unity API change.

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #9 on: June 29, 2015, 11:40:21 PM »
TextMeshPro 0.1.5 Beta 2 Release Notes
Please carefully review the release notes before upgrading and always backup your project beforehand. These notes reflect the changes between release 0.1.5 Beta 1.5 and this new release 0.1.5 Beta 2.0.

Important Upgrade Note about Rich Text Tag Changes This new release brings about significant changes to many rich text tags to increase their functionality by supporting tag values to be specified in Pixel Units (px), Font Unity (em) or as Percentage (%). As a result of this change you will most likely need to update your existing text objects and tags to use the updated format and values. For instance, the previous <size=%125> tag will need to be changed to <size=125%>. Tags that are not properly formatted will show up as text and won't be processed to make it easier to identify the tags that need to be corrected.

Important Note for Windows Users related to the Font Asset Creator: If you are NOT using Visual Studio, you will need to install the Visual C++ Redistributable Packages for Visual Studio 2013. Please download and install "vcredist_x64.exe". These dll's are required by the Font Asset Creator and sadly no longer included in Unity 5.0.

Important Note about Asset Importing Since Unity's Asset Importer does not have the ability to manage or remove files which are no longer needed, it is best to delete the previous "TextMesh Pro" folder / installation before importing the newer release. As long user created content such as Font Assets, Material Preset, Sprite Assets or any other user created files are not saved inside the TextMesh Pro folder hierarchy, this method of importing new packages will work best.

Minor Note When importing this new package, you will get about 18 warnings (1 per material) related to the Material Editor. These are harmless and will only appear the first time the package is imported. This is a confirmed Unity bug which will be fixed in 5.2 or sooner according to Unity.


New Features
  • Added a new margin tag to allow defining a margin for a line or paragraph of text. This new tag can be specified as <margin=10%> which sets both the left and right margin to the specified value. The left and right margins can be controlled individually using <margin-left=10%> <margin-right=10%>. The margin tag can be defined in pixel units, font units and percentage of the text container's width. Use </margin> to end the effect of the margin tag.
  • Added a new tag to control the width of a line or paragraph of text. This new tag is <width=100px> <width=2em> <width=25%> </width>. Added a new Example Scene 06b - Margin Tag Example.
  • Added a new tag to allow defining links within a block of text. The link tag is defined as follows: <link="name">The text part of this link</link>. In conjunction with the addition of this new link tag, a new linkInfo[] array has been added to the TextMeshPro.textInfo class. See the following introduction video related to the link tag https://www.youtube.com/watch?v=78G15jJ1DHU
  • Added a new Style macro tag which enables users to define / combine multiple tags into a single tag. This Style tag is defined as <style="name">Text affected by this tag</style>. Style tag definitions are stored in the "TMP_DefaultStyleSheet" asset found in the Resources folder. Style tags can be managed by navigating and selecting this "TMP_DefaultStyleSheet" asset. See the following video https://www.youtube.com/watch?v=BHUDw9vd-Pw
  • Added a new vertical offset tag to allow shifting characters and / or words contained within this tag. The tag is defined as <voffet=0.5em> <voffset=10px> </voffset>.
  • Added a new tag to indent the first line of text of a line or paragraph. This new tag is <line-indent=10px> <line-indent=5em> <line-indent=10%> <line-indent>.
  • Added the ability to define non-breaking spaces using the <nobr> <nobr> tag.
  • Revised and improved the implementation of Underline & Strikethrough style. Underline and Strikethrough now take into consideration point size. These changes also now make it possible to reveal text using underline or strikethrough.
  • Added a new Text Auto-size function where the width of the text can be reduced as a % before the point size is reduced. This is great for numerical sequences when trying to squeeze in a few more digits without changing point size which is typically more obviously visually. Please see the following video about this feature. https://www.youtube.com/watch?v=1Q07sxeRiwE
  • Added the TMP_TextUtilities class which contains several functions to track a position in relation to any characters, words, links or lines of text. These functions can be used to implement functions to interact with the text object. Please see the following video for more information https://www.youtube.com/watch?v=xm6rVhFqTVU. This new release also includes a new example scene "06c - Link Example" which makes use of this new utility class.

Fixes & Improvements
  • Revised how events are subscribed to in the editor when text objects are Enabled and Disabled. This change has resulted in removing all allocations related to enabling and disabling text objects as well as performance improvements.
  • Fixed a few shader issues steaming from Unity now computing lighting in world space as opposed to object space.
  • Improved how text is aligned vertically when using maxVisibleCharacters and maxVisibleLines. Here is an example https://lh3.googleusercontent.com/gsaFUfSfejPjnisxSeF09awKII6Wx2RUYqDhH8UxNA4=w1280-h640-no
  • Fixed some minor inaccuracies in the textInfo data. Added a new script "TMP_TextInfoDebugTool.cs" which can be added to any TMP object to visualize the data contained in the textInfo class.
  • Revised how tags are now parsed to make it possible to support more complex tags like <font="Arial SDF" material="Arial Shadow"> in the future.
  • Modified vertex colors so that only the alpha will affect the sprites used in the text object.
  • The Page Number used by the Overflow Page Mode now starts at 1. The array index for the first page remains 0. (FYI)
  • It is now possible to use Graphic.color to affect the vertex color of text objects.
  • Text objects now respond to Events in Unity like UI.Text objects do.
  • Removed the experimental Mobile Distance Field II Shader which was causing build errors on mobile platforms.
  • Font Asset Creator window is now using the new EditorWindow.titleContent and added compiler conditional to continue to use "EditorWindow.title" with older Unity 5 and 4 versions.
  • Added compiler conditional for Reset() and OnValidate() to get a round a new Unity bug introduced in 5.1.
  • Mesh Renderer received and cast shadow are no longer forced to off.
  • Few minor tweaks related to Unity's Layout Components.
  • Fixed some rounding error related to text auto-sizing (at small point sizes).

Note: This is a partial list of the new additions and changes between Release 0.1.5 Beta 1.5 and this new Release 0.1.5 Beta 2.
« Last Edit: June 30, 2015, 02:55:15 AM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #10 on: July 15, 2015, 03:03:49 AM »
Preview of Release Notes for next release

Release Notes: 0.1.5 Beta 2.1
* Improved compatibility with Canvas Group Raycasting.
* Revised the GetSimpleHashcode function to reduce the likelihood of collisions.
* Fixed an editor issue related to selecting multiple objects of different types.
* Removed extra padding on sprite characters in the text as it was unnecessary,
* Added 32 bit plugin and revised folder hierarchy to add 64 bit plugin into its own folder.
* Revised how Event registration is handled which greatly lessens the allocations when lots of text objects are being used.
* Revised how padding is used in conjunction with Dilation, Outline and other material properties which affect the bounds of each character.
* Fixed an error that would occur when saving a font asset just after it was already saved.
* Fixed an issue where BaselineJustified wasn't being applied properly.
* Fixed minor cosmetic issue with Auto sizing editor panel.
* Improved how material inspector visibility is handled.
* Add a warning in the material inspector when a new material is assigned where it doesn't match the font atlas of the Font Asset.
* Revised how Strikethrough is handle when using Smallcaps.
* Added new TMP_Settings file which allows users to define the Default Font Asset, Default Sprite Asset to be utilized as well as the Default Style Sheet.
* Add support for non-breaking space (char 160)
* Improved line spacing when using different point sizes.
* Revised the FontStyle enum to accommodate more styles. New format is m_TextMeshPro.fontStyle = FontStyles.Bold | FontStyles.Italic to combine styles.
* Add new property to prevent characters like \n \t \r from being parsed. This is useful when the text is "c:\temp"
* Bold spacing can now be adjusted per font in the Font Asset editor.

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #11 on: August 08, 2015, 11:40:55 PM »
TextMeshPro 0.1.5 Beta 2.2 Release Notes
Please carefully review the release notes before upgrading and always backup your project beforehand. These notes reflect the changes between release 0.1.5 Beta 2 and this new release 0.1.5 Beta 2.2.

Important Upgrade Note about Rich Text Tag Changes Release 0.1.5 Beta 2 brought about significant changes to many rich text tags to increase their functionality by supporting tag values to be specified in Pixel Units (px), Font Unity (em) or as Percentage (%). As a result of this change you will most likely need to update your existing text objects and tags to use the updated format and values. For instance, the previous <size=%125> tag will need to be changed to <size=125%>. Tags that are not properly formatted will show up as text and won't be processed to make it easier to identify the tags that need to be corrected. This is something to keep in mind if upgrading from a release predating Release 0.1.5 Beta 2.

Important Note for Windows Users related to the Font Asset Creator: If you are NOT using Visual Studio, you will need to install the Visual C++ Redistributable Packages for Visual Studio 2013. Please download and install "vcredist_x64.exe". These dll's are required by the Font Asset Creator and sadly no longer included in Unity 5.0.

Important Note about Asset Importing Since Unity's Asset Importer does not have the ability to manage or remove files which are no longer needed, it is best to delete the previous "TextMesh Pro" folder / installation before importing the newer release. As long user created content such as Font Assets, Material Preset, Sprite Assets or any other user created files are not saved inside the TextMesh Pro folder hierarchy, this method of importing new packages will work best.

Minor Note When importing this new package, you will get about 18 warnings (1 per material) related to the Material Editor. These are harmless and will only appear the first time the package is imported. This is a confirmed Unity bug which will be fixed in 5.2 or sooner according to Unity.


New Features
  • Added new TMP_Settings file which allows users to define the Default Font Asset, Default Sprite Asset to be utilized as well as the Default Style Sheet.
  • Add support for non-breaking space (char 160)
  • Add new property to prevent characters like \n \t \r from being parsed.
  • Bold spacing can now be adjusted per font in the Font Asset editor.
  • Add the ability to reference Sprites by name as well as rename sprites in the Sprite Asset editor.
  • Added the ability to type UTF-16 Unicode characters in the Text Input Box. The format is "\u00FF"
  • Added <noparse> and </noparse> tag which prevents text parsing within the tags.
  • The Font Asset Creator will now report which characters were missing or unable to be packed in the Font Asset.

Fixes & Improvements
  • Improved compatibility with Canvas Group Raycasting.
  • Revised the GetSimpleHashcode function to reduce the likelihood of collisions.
  • Fixed an issue related to selecting mutliple objects of different types.
  • Removed extra padding on sprite characters in the text object as it was unnecessary.
  • Revised how padding is used in conjunction with Dilation, Outline and other material properties which affect the bounds of each character.
  • Added 32 bit plugin and revised folder hierarchy to add 64 bit plugin into its own folder.
  • Revised how Event registration is handled which greatly lessens the allocations when lots of text objects are being used.
  • Fixed an error that would occur when saving a font asset just after it was already saved.
  • Fixed an issue where BaselineJustified wasn't being applied properly.
  • Fixed minor cosmetic issue with Auto sizing editor panel.
  • Improved how material inspector visibility is handled.
  • Add a warning in the material inspector when a new material is assigned where it doesn't match the font atlas of the Font Asset.
  • Revised how Strikethrough is handle when using Smallcaps.
  • Improved line spacing when using different point sizes.
  • Revised the FontStyle enum to accommodate more styles. New format is m_TextMeshPro.fontStyle = FontStyles.Bold | FontStyles.Italic to combine styles.
  • Improved handling of lowercase, uppercase and smallcaps in terms of character substitutions with international languages.
  • Improved handling of monospacing.

Please be sure to report any issues related to this release in this thread which makes it much easier for me to track.

NOTE I   - Unless major issues are uncovered in this release, I'll be focusing (mostly) on getting support for mixing different font assets & materials per text object in the next release as well as support for Unity 5.2.
NOTE II  - Once it appears this release is stables, I'll be updating the Unity 5 release of TextMesh Pro available on the Unity Asset Store to this version.
NOTE III - There is also an experimental / work in progress try at RTL support with the Normal TMP Component but I need user feedback on this since I can't read any RTL languages.
« Last Edit: August 13, 2015, 03:16:28 PM by Stephan B. »

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #12 on: August 19, 2015, 04:06:10 PM »
TextMeshPro 0.1.46 Beta 5.2 Release Notes
Please carefully review the release notes before upgrading and always backup your project beforehand. These notes reflect the changes between release 0.1.46 Beta 5 and this new release 0.1.46 Beta 5.2.

Important Upgrade Note about Rich Text Tag Changes This new release brings about significant changes to many rich text tags to increase their functionality by supporting tag values to be specified in Pixel Units (px), Font Unity (em) or as Percentage (%). As a result of this change you will most likely need to update your existing text objects and tags to use the updated format and values. For instance, the previous <size=%125> tag will need to be changed to <size=125%>. Tags that are not properly formatted will show up as text and won't be processed to make it easier to identify the tags that need to be corrected.

Important Note about Asset Importing Since Unity's Asset Importer does not have the ability to manage or remove files which are no longer needed, it is best to delete the previous "TextMesh Pro" folder / installation before importing the newer release. As long user created content such as Font Assets, Material Preset, Sprite Assets or any other user created files are not saved inside the TextMesh Pro folder hierarchy, this method of importing new packages will work best.


New Features
  • Added new TMP_Settings file which allows users to define the Default Font Asset, Default Sprite Asset to be utilized as well as the Default Style Sheet.
  • Add support for non-breaking space (char 160)
  • Add new property to prevent characters like \n \t \r from being parsed.
  • Bold spacing can now be adjusted per font in the Font Asset editor.
  • Add the ability to reference Sprites by name as well as rename sprites in the Sprite Asset editor.
  • Added the ability to type UTF-16 Unicode characters in the Text Input Box. The format is "\u00FF"
  • Added <noparse> and </noparse> tag which prevents text parsing within the tags.
  • The Font Asset Creator will now report which characters were missing or unable to be packed in the Font Asset.

Fixes & Improvements
  • Improved compatibility with Canvas Group Raycasting.
  • Revised the GetSimpleHashcode function to reduce the likelihood of collisions.
  • Fixed an issue related to selecting mutliple objects of different types.
  • Removed extra padding on sprite characters in the text object as it was unnecessary.
  • Revised how padding is used in conjunction with Dilation, Outline and other material properties which affect the bounds of each character.
  • Added 32 bit plugin and revised folder hierarchy to add 64 bit plugin into its own folder.
  • Revised how Event registration is handled which greatly lessens the allocations when lots of text objects are being used.
  • Fixed an error that would occur when saving a font asset just after it was already saved.
  • Fixed an issue where BaselineJustified wasn't being applied properly.
  • Fixed minor cosmetic issue with Auto sizing editor panel.
  • Improved how material inspector visibility is handled.
  • Add a warning in the material inspector when a new material is assigned where it doesn't match the font atlas of the Font Asset.
  • Revised how Strikethrough is handle when using Smallcaps.
  • Improved line spacing when using different point sizes.
  • Revised the FontStyle enum to accommodate more styles. New format is m_TextMeshPro.fontStyle = FontStyles.Bold | FontStyles.Italic to combine styles.
  • Improved handling of lowercase, uppercase and smallcaps in terms of character substitutions with international languages.
  • Improved handling of monospacing.

Please be sure to report any issues related to this release in this thread which makes it much easier for me to track.

NOTE I   - Unless major issues are uncovered in this release, I'll be focusing (mostly) on getting support for mixing different font assets & materials per text object in the next release as well as support for Unity 5.2.
NOTE II  - Once it appears this release is stables, I'll be updating the Unity 4.6 release of TextMesh Pro available on the Unity Asset Store to this version.
NOTE III - There is also an experimental / work in progress try at RTL support with the Normal TMP Component but I need user feedback on this since I can't read any RTL languages.

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.0
« Reply #13 on: September 12, 2015, 03:15:43 AM »
TextMeshPro 0.1.52 Beta 1c Release Notes
Please carefully review the release notes before upgrading and always backup your project beforehand. These notes reflect the changes between release 0.1.5 Beta 2.2 and this new Unity 5.2 release.

NOTE- This is a revised release of the Beta 2.2 for Unity 5 (mostly) which includes changes specific to Unity 5.2. Since Unity made API changes which are not backwards compatible with previous Unity releases, a specific release of TextMesh Pro is required for Unity 5.2. I am working on a more complete release which will include changes to take advantage of the CanvasRenderer now working with the Mesh class as well as adding full support for the new 2D RectMask.

NOTE - Although I ran through all the Example scenes, this release hasn't been fully tested. Again, it is just to make sure Release 0.1.5 Beta 2.2 works in Unity 5.2. Please let me know if you run into any inconsistent behaviors between this release and the release for Unity 5.1.

NOTE -Personally, I would wait for a few patches on Unity 5.2 before upgrading. Based on the posts on the Unity Forum, there appears to be several bugs and performance issues.


New Features
  • Modified the Font Asset Creator to make it possible to create Font Assets which include glyphs in the UTF32 Unicode range.
  • Added the ability to access UTF32 characters in the Text Input Box by using uppercase "\U0001F3A3". Access to UTF 16 uses the lowercase "\u20AC". See the following post.
  • Added the Euro currency symbol to the Extended ASCII set.
  • Added "Unicode Hex Range" mode to the Font Asset Creator. So instead of using decimal values for range, you can now use Unicode Hex code points like "01F300-1F3F0,01F600-01F64F".
  • Added TextMeshPro.alpha(float) to make it easier to control the alpha of the text object.

Fixes & Improvements
  • Found a solution to address the rendering issue on OpenGL devices where the text would show up as white blocks. Unity still has to fix this on their end but we are good until then :)
  • Fixed an issue where the number of links reported by the textInfo.linkCount was incorrect.
  • Fixed an issue where the number of pages was also incorrectly reported.
  • Fixed an issue where the text object would disappear when using a masking component and changing parenting of the object via scripting.
  • Fixed an issue with Midline vertical alignment.
  • Fixed an error which could occur when editing multiple objects of different types.
  • Fixed an editor issue with the Sprite Asset Editor.
  • Fixed a few errors which could occur when the "TMP Settings" file could not be loaded or located.
  • Added a few Null check to prevent some potential errors which could surface due to object being destroyed or re-parented, etc...
  • Fixed an issue where certain control characters could cause errors when saving a new font asset.
  • and more...

09-08-2015 - Release 0.1.52 Beta 1b.  * This release includes preliminary support for the 2D Rect Mask with the Mobile SDF Shader (only). This is for testing purposes. The TextMeshProUGUI class now inherits from MaskableGraphics which may cause some issues. I have posted several questions to Unity and awaiting some answers in issues that I have run into.

09-12-2015 - Release 0.1.52 Beta 1c. * This release includes a fix for the OpenGL rendering issue on Android & iOS. See the release notes above for additional changes.

Stephan B.

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Re: New Beta Release for Unity 4.6 & Unity 5.x
« Reply #14 on: October 06, 2015, 02:16:36 AM »
TextMeshPro 0.1.52 Beta 2 Release Notes
Please carefully review the release notes before upgrading and always backup your project beforehand. These notes reflect the changes between release 0.1.52 Beta 1c and this new Unity 5.2 release. For quick reference here are the release notes for version 0.1.52 Beta 1c and version 0.1.5 Beta 2.2.

Improvements & Fixes
  • Added new field in the TMP Settings file to set default state on properties like Word Wrapping & Kerning.
  • Added new Raycast Target checkbox in the Extra Settings panel.
  • Fixed center alignment issue when using the <size> tag.
  • Fixed an issue where disabling a text object using an instanced material would result in the wrong material being used upon re-enabling the object.
  • Fixed a few issues where the state of UI.Mask or 2D RectMask was not tracked correctly.
  • The TextMeshProUGUI component is now using the Mesh class along with SetMesh() instead of the now deprecated SetVertices().
  • Revised how TextMeshPro.faceColor, .outlineColor and .outlineThickness are now handled in terms of material instances.
  • Referencing an invalid sprite index or sprite name will now display the un-parsed text to indicate an invalid index or name.
  • Added 2D RectMask support to the Distance Field Shader.
  • Updated the Font Asset Creator native plugin to better handle fonts that do not support hinting.
  • Fixed an issue where the text would show up as white blocks on mobile devices when using masking.
  • Fixed an issue that could occur when invalid tag values like <size=this is not a valid value> were used.
  • and more...

Note I - This release is to mostly address Unity 5.2 related issues and thus doesn't include any of the new stuff I am working on.

Note II - I still feel that Unity 5.2 isn't has stable as previous releases of Unity and although I am still waiting for a few bugs fixes from Unity, I believe this new release should work much better. I think a few more patches from Unity on 5.2 and things should be back to normal.