Text Mesh Pro and material presets with I2

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4 weeks 1 day ago #3969 by alanmotionlab
Hi,

I've seen a few topics on this, but not managed to get it working myself. I have a font asset in my game with TMP font assets for each of the languages I support. All is working fine except when I want to change the material preset, it always just uses the default.

I saw on one of the other threads that it was said to change the secondary term to a material instead and use the (in my case) outlined font, but then it doesn't change the main font to Japanese so no text is displayed at all.

Has something changed with this, as these were pretty old threads?

Unity v218.4.9f1
TMP v1.4.1
I2 v2.8.12f1

Thanks

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4 weeks 1 day ago #3970 by Frank
What are the names of your material and fonts?

TMPro uses the name to know what font correspond to which material. So, they should have the same name just with different postfixes (e.g. "SDF")

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4 weeks 1 day ago #3971 by alanmotionlab
Hi Frank,

I've got them named the same, but possibly wrong with the post fix. So, for example, I have the below:

Attachments:

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4 weeks 1 day ago #3972 by Frank
Can you try renaming the material
from "JapaneseFontOutlineWhite"
to "JapaneseFont OutlineWhite"

That should make TMPro detect its a material that matches the font.

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4 weeks 1 day ago #3973 by alanmotionlab
ok - and then I need to change I2 to use a material instead of the font right? on the secondary term?

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4 weeks 1 day ago #3974 by Frank
Yes,
Another way is to set the secondary term as a TMPro font, and then add the name of the material to the translation.

For example, instead of the term translation to that language be: "This is an example"
Make it "[JapaneseFont OutlineWhite]This is an example"

That will make I2Loc to use the provided font witht the material named as the one between the brackets.

Hope that helps.
Frank

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