TextMeshPro Linked Text Font/Material

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6 years 6 months ago #3118 by bkane
We're using TextMeshPro with Overflow set to "Linked", which allows text to spill over into a separate game object with another TMPro component on it.

When we localize this, only the first TMPro text has the Secondary Term (Font or Material) applied to it. Any further TMPro objects in the chain don't get the font/material swap.

I'm able to work around this for now by modifying LocalizeTarget_TextMeshPro_Label.cs to walk through the TMPro.linkedTextComponent chain when applying a new font or material. Thought I'd bring it up in case somebody else runs into this!

I believe we are using:
TextMeshPro: Release 1.0.55.2017.1.0b12 (seems a bit old - August 2017?)
Unity: 2017.4.2f2
I2Loc: 2.8.6

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6 years 6 months ago #3119 by Frank
Hi,
Thanks for letting me know.
I wasn't aware of the linkedTextComponent feature of TMPro. Will add support for it asap.

Thanks,
Frank

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6 years 5 months ago #3160 by studenman
Can't you just add the Font or Material localization component to the linked TextMeshPro object? It doesn't have to be a secondary term, it can be the primary localization on the linked object, or you can make the Primary term "none" and have the same secondary term.

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6 years 4 months ago #3172 by Frank
v2.8.8a1 is now in the beta folder.
It adds support for linked TextMeshPro objects, for both changing Fonts and Materials.

Hope that helps,
Frank

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