TextMeshPro
class in TMPro · Unity.TextMeshPro · inherits from TMP_Text
TextMeshPro text in the world: drawn by a MeshRenderer with a mesh the text builds whenever it changes. Sizes are in world units at a tenth of UI text's scale, as in TextMeshPro. Vertex colors aren't drawn by the mesh renderer yet, so the whole text takes its base color.
Properties 2
Mesh mesh { get; }MeshRenderer renderer { get; }Methods 5
void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false)void SetLayoutDirty()void SetMaterialDirty()void SetVerticesDirty()void UpdateVertexData()Not in Tassix yet 28
ComputeMarginSize DestroySubMeshObjects GenerateTextMesh GetCompoundBounds GetMaterial GetMaterials GetSharedMaterials GetTextContainerLocalCorners LoadFontAsset OnPreRenderText OnValidate Reset SetActiveSubMeshes SetActiveSubTextObjectRenderers SetCulling SetFaceColor SetMask SetOutlineColor SetOutlineThickness SetShaderDepth SetSharedMaterial SetSharedMaterials UpdateFontAsset UpdateMeshPadding maskType meshFilter sortingLayerID sortingOrder
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.