![]() Because now, I can try all the methods above and they all work just fine. I'm wondering if this was happening to anyone else. So even after I reset my public references to RED and BLUE, and I could clearly see them in the Inspector, they weren't showing up in game, simply because the opacity was reset to 0, too. And it took me awhile to realize that when my component resets it's values and thus changes my preset colors to black, it was also changing the opacity of each to 0. Each time I ran it, I had every indication the component was being grabbed properly and that the text was being populated in the Component field, but just not showing up in game. So then I would change them back to RED and BLUE. I found that whenever I changed a Material or Shader or any significant piece of the component, it would reset my pre-chosen variable colors to black. In my case, I was trying to change the Text color based on my own variables (RED for invalid, BLUE for valid). After all of this, hopeless, I had to turn to this forum.Īny help would be much appreciated, thank you!For anyone else having this issue, none of the above examples worked for my case. Some of the fixes I tried were reimporting text mesh pro, deleting and recreating all of the fonts used, checking through code, deleting texts and adding them to scene again, and resetting their transform values. On the current project where the issue is encountered, I am using Unity 2019.3.0f6 with the newest updated Text Mesh Pro from Package Manager. This is the first project where I encountered a problem with TMP, the only difference between other projects is the Unity Version I am using. Although, in the scene, if I reload the scene, the text will show up again. TMPro.TMP_FontAsset.InitializeDictionaryLookupTables () (at () (at () (at () (at () (at and the text doesn't load sometimes in the editor, in build, it's always not loaded. `2.TryInsert (TKey key, TValue value, behavior) (at :0) Hello! Sorry for waking up this question, but I'm having weird problems with Text Mesh Pro, when I load my scene, it keeps throwing this error:ĪrgumentException: An item with the same key has already been added. (I should also mention the different quality settings are the default ones in Unity) That's not an issue for me since I plan to lock the quality settings when we build for final, but it's weird behaviour that I figured I'd bring up. Anything less than that and it goes back to invisible text. That seemed to fix things, but only when the build is run under Fantastic or Beautiful quality settings. So to be absolutely sure, now whenever I generate a TMP object via code, I do an extra check to determine (check for MeshRenderer or check for RectTransform or whatever) if I should make a TMP obj that uses Mesh or Canvas. Our code generates TMP objects at run-time and I figured I may have accidentally swapped between using UGUI and World TMP objects as suggested by Stephan earlier in the thread. (NOTE: I haven't tried re-pasting all the component values as mentioned above because we use a ton of TMP objects and it would be impossible to find them all). ) and multiline bidirectional texts (where the order of words can be incorrect).![]() My question is referring to how the text appears in the Unity editor inspector window - not the rendered TextMeshPro element in the scene view. I've run into the same issue but managed to find a fix, but only in certain scenarios, which is super baffling. Rich Text All Text Mesh Pros tags are available in RTL Text Mesh Pro.
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