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Releases: needle-mirror/com.unity.textmeshpro

1.3.0

26 May 07:22

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[1.3.0] - 2018-08-09

Changes

  • Revamped UI to conform to Unity Human Interface Guidelines.
  • Updated the title text on the Font Asset Creator window tab to "Font Asset Creator".
  • Using TMP_Text.SetCharArray() with an empty char[] array will now clear the text.
  • Made a small improvement to the TMP Input Field when using nested 2d RectMasks.
  • Renamed symbol defines used by TMP to append TMP_ in front of the define to avoid potential conflicts with user defines.
  • Improved the Project Files GUID Remapping tool to allow specifying a target folder to scan.
  • Added the ability to cancel the scanning process used by the Project Files GUID Remapping tool.
  • Moved TMP Settings to universal settings window in 2018.3 and above.
  • Changing style sheet in the TMP Settings will now be reflected automatically on existing text objects in the editor.
  • Added new function TMP_StyleSheet.UpdateStyleSheet() to update the internal reference to which style sheet text objects should be using in conjunction with the style tag.

1.2.4

26 May 07:22

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[1.2.4] - 2018-06-10

Changes

  • Fixed a minor issue when using Justified and Flush alignment in conjunction with \u00A0.
  • The Font Asset creationSettings field is no longer an Editor only serialized field.

1.2.3

26 May 07:22

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[1.2.3] - 2018-05-29

Changes

  • Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture.
  • Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly.
  • Cleaned up memory allocations from repeated use of the Font Asset Creator.
  • Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object.
  • It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator.
  • Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier.
  • New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset.
  • New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected.
  • Fixed 3 compiler warnings that would appear when using .Net 4.x.
  • Modified the TMP Settings to place the Missing Glyph options in their own section.
  • Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines.
  • TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided.
  • Improved the performance of the Project Files GUID Remapping tool.
  • Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported.

1.2.2

26 May 07:21

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[1.2.2] - 2018-03-28

Changes

  • Calling SetAllDirty() on a TMP text component will now force a regeneration of the text object including re-parsing of the text.
  • Fixed potential Null Reference Exception that could occur when assigning a new fallback font asset.
  • Removed public from test classes.
  • Fixed an issue where using nested links (which doesn't make sense conceptually) would result in an error. Should accidental use of nested links occurs, the last / most nested ends up being used.
  • Fixed a potential text alignment issue where an hyphen at the end of a line followed by a new line containing a single word too long to fit the text container would result in miss alignment of the hyphen.
  • Updated package license.
  • Non-Breaking Space character (0xA0) will now be excluded from word spacing adjustments when using Justified or Flush text alignment.
  • Improved handling of Underline, Strikethrough and Mark tag with regards to vertex color and Color tag alpha.
  • Improved TMP_FontAsset.HasCharacter(char character, bool searchFallbacks) to include a recursive search of fallbacks as well as TMP Settings fallback list and default font asset.
  • The &ltgradient&gt tag will now also apply to sprites provided the sprite tint attribute is set to a value of 1. Ex. &ltsprite="Sprite Asset" index=0 tint=1&gt.
  • Updated Font Asset Creator Plugin to allow for cancellation of the font asset generation process.
  • Added callback to support the Scriptable Render Pipeline (SRP) with the normal TextMeshPro component.
  • Improved handling of some non-breaking space characters which should not be ignored at the end of a line.
  • Sprite Asset fallbacks will now be searched when using the &ltsprite&gt tag and referencing a sprite by Unicode or by Name.
  • Updated EmojiOne samples from https://www.emojione.com/ and added attribution.
  • Removed the 32bit versions of the TMP Plugins used by the Font Asset Creator since the Unity Editor is now only available as 64bit.
  • The isTextTruncated property is now serialized.
  • Added new event handler to the TMP_TextEventHandler.cs script included in Example 12a to allow tracking of interactions with Sprites.

1.2.1

26 May 07:21

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[1.2.1] - 2018-02-14

Changes

  • Package is now backwards compatible with Unity 2018.1.
  • Renamed Assembly Definitions (.asmdef) to new UPM package conventions.
  • Added DisplayName for TMP UPM package.
  • Revised Editor and Playmode tests to ignore / skip over the tests if the required resources are not present in the project.
  • Revised implementation of Font Asset Creator progress bar to use Unity's EditorGUI.ProgressBar instead of custom texture.
  • Fixed an issue where using the material tag in conjunction with fallback font assets was not handled correctly.
  • Fixed an issue where changing the fontStyle property in conjunction with using alternative typefaces / font weights would not correctly trigger a regeneration of the text object.

1.2.0

26 May 07:21

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[1.2.0] - 2018-01-23

Changes

  • Package version # increased to 1.2.0 which is the first release for Unity 2018.2.

1.1.0

26 May 07:21

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[1.2.0] - 2018-01-23

Changes

  • Package version # increased to 1.2.0 which is the first release for Unity 2018.2.

[1.1.0] - 2018-01-23

Changes

  • Package version # increased to 1.1.0 which is the first release for Unity 2018.1.

[1.0.27] - 2018-01-16

Changes

  • Fixed an issue where setting the TMP_InputField.text property to null would result in an error.
  • Fixed issue with Raycast Target state not getting serialized properly when saving / reloading a scene.
  • Changed reference to PrefabUtility.GetPrefabParent() to PrefabUtility.GetCorrespondingObjectFromSource() to reflect public API change in 2018.2
  • Option to import package essential resources will only be presented to users when accessing a TMP component or the TMP Settings file via the project menu.

1.0.26

26 May 07:20

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[1.0.26] - 2018-01-10

Added

  • Removed Tizen player references in the TMP_InputField as the Tizen player is no longer supported as of Unity 2018.1.

1.0.25

26 May 07:20

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[1.0.25] - 2018-01-05

Added

  • Fixed a minor issue with PreferredValues calculation in conjunction with using text auto-sizing.
  • Improved Kerning handling where it is now possible to define positional adjustments for the first and second glyph in the pair.
  • Renamed Kerning Info Table to Glyph Adjustment Table to better reflect the added functionality of this table.
  • Added Search toolbar to the Glyph Adjustment Table.
  • Fixed incorrect detection / handling of Asset Serialization mode in the Project Conversion Utility.
  • Removed SelectionBase attribute from TMP components.
  • Revised TMP Shaders to support the new UNITY_UI_CLIP_RECT shader keyword which can provide a performance improvement of up to 30% on some devices.
  • Added TMP_PRESENT define as per the request of several third party asset publishers.