Change TextMesh Pro material preset on localizatio
7 years 8 months ago - 7 years 8 months ago #2112
by Eze
Change TextMesh Pro material preset on localizatio was created by Eze
Hi,
I'm using I2 Localization (2.6.10 f1) with TextMesh Pro (1.0.55.0b7) and I'm trying to figure out how to change the font with it's non default material preset.
I've got two languages. Both are using different fonts. Each TMPro font has two material presets. Default one and customized one that I'm using in a few places throughout the project.
When secondary term is set to Text Mesh Pro Font the font changes as it should but sets each Text Mesh Pro font to default material preset. So my customized material preset is replaced.
I tried using material as the secondary term but it didn't change the font.
Is there any way to select material preset for localization?
(Unity 5.5.2p2)
I'm using I2 Localization (2.6.10 f1) with TextMesh Pro (1.0.55.0b7) and I'm trying to figure out how to change the font with it's non default material preset.
I've got two languages. Both are using different fonts. Each TMPro font has two material presets. Default one and customized one that I'm using in a few places throughout the project.
When secondary term is set to Text Mesh Pro Font the font changes as it should but sets each Text Mesh Pro font to default material preset. So my customized material preset is replaced.
I tried using material as the secondary term but it didn't change the font.
Is there any way to select material preset for localization?
(Unity 5.5.2p2)
Last edit: 7 years 8 months ago by Eze.
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7 years 7 months ago #2115
by Frank
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Replied by Frank on topic Change TextMesh Pro material preset on localizatio
Hi,
If you set a material as the secondary Term with a reference to the material, it will load automatically the font matching that material.
However, there was an issue where the font HAD to be only in the root of the Resources folder, otherwise it wont find it.
I changed that so that it will look for it in the same folder than the material.
You can download that change from the beta folder v2.6.11 a5. I also modified the TextMeshPro example scene to have one of the labels having FONTS in the secondary term, and another label using MATERIALS.
Hope that helps,
Frank
If you set a material as the secondary Term with a reference to the material, it will load automatically the font matching that material.
However, there was an issue where the font HAD to be only in the root of the Resources folder, otherwise it wont find it.
I changed that so that it will look for it in the same folder than the material.
You can download that change from the beta folder v2.6.11 a5. I also modified the TextMeshPro example scene to have one of the labels having FONTS in the secondary term, and another label using MATERIALS.
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
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7 years 7 months ago #2132
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Change TextMesh Pro material preset on localizatio
Hi,
Thanks for sending me the video showing your setup!!
The problem is that in previous versions of TextMeshPro, the fonts were forced to end in " SDF", and all the submaterials needed to have the format: "XXX SDF - name" (e.g. font: "Arial SDF" material: "Arial SDF - Outline).
That was the only way that worked for the submaterials to be recognized in the TextMeshPro popup. But that restriction seems that is not longer needed.
I'm going to modify the code to account for that.
In the meantime, if you need to get it working, just add the " SDF" to the end of your font, and to the middle of you material:
e.g.
Font: "Bangers-Regular 145p SDF"
material: "Bangers-Regular 145p SDF - Outline Underlay"
Hope that helps,
Frank
Thanks for sending me the video showing your setup!!
The problem is that in previous versions of TextMeshPro, the fonts were forced to end in " SDF", and all the submaterials needed to have the format: "XXX SDF - name" (e.g. font: "Arial SDF" material: "Arial SDF - Outline).
That was the only way that worked for the submaterials to be recognized in the TextMeshPro popup. But that restriction seems that is not longer needed.
I'm going to modify the code to account for that.
In the meantime, if you need to get it working, just add the " SDF" to the end of your font, and to the middle of you material:
e.g.
Font: "Bangers-Regular 145p SDF"
material: "Bangers-Regular 145p SDF - Outline Underlay"
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
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7 years 7 months ago #2133
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Change TextMesh Pro material preset on localizatio
Hi,
I modified the code to detect any fontasset, even if it doesn't end in " SDF".
If you downloaded 2.6.11b3, it should work as expected.
Hope that helps,
Frank
I modified the code to detect any fontasset, even if it doesn't end in " SDF".
If you downloaded 2.6.11b3, it should work as expected.
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
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3 years 7 months ago #4272
by jiuer7845
Replied by jiuer7845 on topic Change TextMesh Pro material preset on localizatio
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Pandora Rings
Pandora Bracelets
Adidas Yeezy
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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
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Yeezy 350
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Adidas Yeezy
Yeezy 350
Nike Shoes
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Yeezy
Pandora Charms
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Pandora Jewelry Official Site
va23ggg
NFL Shop Official Online Store
Nike UK
Yeezy
Pandora Charms
Yeezy 350
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