text_meshes(recorded in 6000.3): TextMesh's defaults and the bounds its text gives its renderer. What Unity measures: the text's box, not its glyphs: each character's rounded advance at the font size (the font's own, 16, for 0), scaled by characterSize / 10; a line as tall as the font size's ascent and descent (unrounded), the next lineSpacing times the line height further down; with rich text a line takes its largest size; tabs jump to the next multiple of tabSize spaces; empty text is one line tall; the anchor places the box, alignment moves lines within it; bounds follow a change at once.- TextMesh draws its glyphs through its MeshRenderer (the renderer-mesh call lines use) with rich text colors as vertex colors and italic slanted as UI text is. Adding one brings a MeshRenderer, the built-in font and its material (now GUI/Text Shader, as Unity names it). Renderer.localBounds exists on every renderer; a TextMesh's renderer reports the text's box.
- Import (
unity_import): TextMesh from Unity scenes, with Font properties (they weren't imported at all before), a .ttf's material and texture as sub-assets of one shared font, and colors saved packed asrgba. - Recording machines with Liberation Sans installed draw bold with the installed face, so bold isn't recorded; Unity's own built-in font (LegacyRuntime) can't be shipped, so text in it isn't measured. Scenarios now destroy what they create (scenarios share Tassix's scene).
- TextMeshPro's legacy TextContainer, for the corpus: BasketBall now compiles into TextMeshPro's example scripts (TMP_TextUtilities and more).
- Sample:
text_mesh.json.
Phase 6 · Slice 11 ·