TextMeshPro Font Asset and Material Preset
- wagenheimer
- Topic Author
- Offline
- Junior Member
8 years 6 months ago #1415
by wagenheimer
Game Developer on www.greensaucegames.com and www.sevensails.com.br
TextMeshPro Font Asset and Material Preset was created by wagenheimer
Does I2 Localization supports changing "Font Asset and Material" per language on TextMeshPro?
How can I do this? There are some labels I don't want to localize the Label, just change the Font Asset e Material Preset. Is this possible?
Thanks
How can I do this? There are some labels I don't want to localize the Label, just change the Font Asset e Material Preset. Is this possible?
Thanks
Game Developer on www.greensaucegames.com and www.sevensails.com.br
Please Log in or Create an account to join the conversation.
8 years 6 months ago #1416
by Frank
Yes,
- Just create a font or material per language
- Create a term (ID) for the Font, and add the per-language variations as translations,
- assign a Localize componnet and set the Secondary Term
The process is described here:
inter-illusion.com/assets/I2Localization...FontperLanguage.html
Localize component has a Main term which controls the Text's translation and Secondary term to control the Font per-langauge
If you want to change the font, but not the text, then set the Font Term into the Secondary Term, and make the Main term <none>
The integration with TMPro support changing the Font (which includes the material) or just the Material (keeps the font data but change the text properties: stride, bevel, etc)
When you are creating the Secondary Term, you can either drag for each translation a TMPro font asset or a Material.
Hope that helps,
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic TextMeshPro Font Asset and Material Preset
Does I2 Localization supports changing "Font Asset and Material" per language on TextMeshPro?
Yes,
- Just create a font or material per language
- Create a term (ID) for the Font, and add the per-language variations as translations,
- assign a Localize componnet and set the Secondary Term
The process is described here:
inter-illusion.com/assets/I2Localization...FontperLanguage.html
There are some labels I don't want to localize the Label, just change the Font Asset e Material Preset. Is this possible?
Localize component has a Main term which controls the Text's translation and Secondary term to control the Font per-langauge
If you want to change the font, but not the text, then set the Font Term into the Secondary Term, and make the Main term <none>
Font Asset and Material
The integration with TMPro support changing the Font (which includes the material) or just the Material (keeps the font data but change the text properties: stride, bevel, etc)
When you are creating the Secondary Term, you can either drag for each translation a TMPro font asset or a Material.
Hope that helps,
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
Please Log in or Create an account to join the conversation.
- wagenheimer
- Topic Author
- Offline
- Junior Member
8 years 6 months ago - 8 years 6 months ago #1464
by wagenheimer
Game Developer on www.greensaucegames.com and www.sevensails.com.br
Replied by wagenheimer on topic TextMeshPro Font Asset and Material Preset
Hummm!
Changing the font it works, or just the material it also works!
But I need to change the Font and the Material. Maybe a Terciary term? What did you suggest?
It seems TextMeshPro supports changing the font by the material.
.
Changing the font it works, or just the material it also works!
But I need to change the Font and the Material. Maybe a Terciary term? What did you suggest?
It seems TextMeshPro supports changing the font by the material.
.
Game Developer on www.greensaucegames.com and www.sevensails.com.br
Last edit: 8 years 6 months ago by wagenheimer.
Please Log in or Create an account to join the conversation.
8 years 6 months ago #1466
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic TextMeshPro Font Asset and Material Preset
Hi,
There is a feature for the main translation to override the font as well:
Instead of (Primary:MyText, Secondary:MyFont)
It can be (Primary:[MyFont]MyText)
The plugin extracts the [FontName] from the primary translation. That was introduced to allow changing the font from inside the Spreadsheet for ALL labels using that term.
Currently, the plugin doesn't support the same for the Secondary term, but I'm planning in adding that feature too. That would solve the problem of changing Font and Material. Given that you can do (Secondary: [Material]Font).
As soon as I finish fixing the IOS integration and the improvements to the Touch/Normal specializations, I will add this feature.
Part of it, its also modifying how the inspector works, so that it also gives feedback of what you are setting (instead of "Primary" and "Secondary" term, it should show based on what object you are localizing "Text" and "Font" or "Sprite" and "Atlas").
My plan is to also add a 3rd tab that will be visible when needed (Text, Font, Material)
Said that, for TMP, using the Material presets you should be able to modify the Material which in turn will set the corresponding Font.
Hope that helps,
Frank
There is a feature for the main translation to override the font as well:
Instead of (Primary:MyText, Secondary:MyFont)
It can be (Primary:[MyFont]MyText)
The plugin extracts the [FontName] from the primary translation. That was introduced to allow changing the font from inside the Spreadsheet for ALL labels using that term.
Currently, the plugin doesn't support the same for the Secondary term, but I'm planning in adding that feature too. That would solve the problem of changing Font and Material. Given that you can do (Secondary: [Material]Font).
As soon as I finish fixing the IOS integration and the improvements to the Touch/Normal specializations, I will add this feature.
Part of it, its also modifying how the inspector works, so that it also gives feedback of what you are setting (instead of "Primary" and "Secondary" term, it should show based on what object you are localizing "Text" and "Font" or "Sprite" and "Atlas").
My plan is to also add a 3rd tab that will be visible when needed (Text, Font, Material)
Said that, for TMP, using the Material presets you should be able to modify the Material which in turn will set the corresponding Font.
Hope that helps,
Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
Please Log in or Create an account to join the conversation.
- wagenheimer
- Topic Author
- Offline
- Junior Member
8 years 3 months ago #1645
by wagenheimer
Game Developer on www.greensaucegames.com and www.sevensails.com.br
Replied by wagenheimer on topic TextMeshPro Font Asset and Material Preset
Hi!
I still have a problem with this!
I have a TextMeshProUGUI which I don't have a localized text (it's player input text), but I need to localize the Material (Font and Material).
I made the localization using the Secondary Terms and everything was working!
But if the player enter as text some of the existing TAGS, I2 will translate it, even I don't using anything on Main target!
How can I avoid this?
I still have a problem with this!
I have a TextMeshProUGUI which I don't have a localized text (it's player input text), but I need to localize the Material (Font and Material).
I made the localization using the Secondary Terms and everything was working!
But if the player enter as text some of the existing TAGS, I2 will translate it, even I don't using anything on Main target!
How can I avoid this?
Game Developer on www.greensaucegames.com and www.sevensails.com.br
Please Log in or Create an account to join the conversation.
3 years 7 months ago #4271
by jiuer7845
Replied by jiuer7845 on topic TextMeshPro Font Asset and Material Preset
Pandora Charms
Pandora Jewelry
Pandora Jordan Shoes
Pandora Air Jordan 4
Pandora Rings
Pandora Bracelets
va23232
Adidas Yeezy
Yeezy
Pandora Jewelry
Pandora Outlet
Nike Outlet
Adidas Yeezy
Air Max 720
Nike Air Max 270
Nike Air Force 1
Air Jordan 11
Air Force 1
ADIDAS NMD
Yeezy 700
Air Jordan 1
Nike Jordans
Jordan 1s
Nike Jordan 1
Nike Air VaporMax Flyknit 3
Nike Air Max 270 React
Jordan 1
Jordan 11
Nike Air VaporMax
Nike 270
Nike Vapormax
Nike Vapormax Flyknit
Air Jordan 1 Mid
Yeezy 350
Adidas yeezy
Yeezy Shoes
Yeezy 350
Pandora UK
Adidas Yeezy
Yeezy 350
Nike Shoes
Nike Outlet
NBA Jerseys
Yeezy
Pandora Charms
Pandora Sale
Pandora Jewelry Official Site
NFL Shop Official Online Store
Nike UK
Yeezy
Pandora Charms
Yeezy 350
Pandora Jewelry
Pandora Jordan Shoes
Pandora Air Jordan 4
Pandora Rings
Pandora Bracelets
va23232
Adidas Yeezy
Yeezy
Pandora Jewelry
Pandora Outlet
Nike Outlet
Adidas Yeezy
Air Max 720
Nike Air Max 270
Nike Air Force 1
Air Jordan 11
Air Force 1
ADIDAS NMD
Yeezy 700
Air Jordan 1
Nike Jordans
Jordan 1s
Nike Jordan 1
Nike Air VaporMax Flyknit 3
Nike Air Max 270 React
Jordan 1
Jordan 11
Nike Air VaporMax
Nike 270
Nike Vapormax
Nike Vapormax Flyknit
Air Jordan 1 Mid
Yeezy 350
Adidas yeezy
Yeezy Shoes
Yeezy 350
Pandora UK
Adidas Yeezy
Yeezy 350
Nike Shoes
Nike Outlet
NBA Jerseys
Yeezy
Pandora Charms
Pandora Sale
Pandora Jewelry Official Site
NFL Shop Official Online Store
Nike UK
Yeezy
Pandora Charms
Yeezy 350
Please Log in or Create an account to join the conversation.
Time to create page: 0.220 seconds