Hello.
I guess there is no need to tell what TextMesh Pro is, besides, AC has a script to work with it.
But we found some bugs (we were using Chris's script).
First one is Conversation.
Here is the screenshot. AC doesn't recognize which element should be visible and what shouldn't. Nothing happens when options clicked.
http://take.ms/3sYX2
Second:
We use different colors for characters speech and again - when using Text Mesh color doesn't copy from Unity UI to Text Mesh.
Overall, Text Mesh pro is a great plugin, used widely. Now this plugin is free and most likely will be embedded in Unity. So I was wondering, maybe AC has a plan to make new and full support for TextMesh? New script or something, to not just copy from Unity UI to TextMesh but use it directly for AC menu,subtitles,etc.
We could try to implement such support by ourselves but it would be great if you give us some guides, where to start from and which directions we should look.
Thanks.
Comments
Sorry to resurrect an old thread, been digging through the forums to try find a TextMesh Pro guide to get spoken dialogue to use TMPro. I've gone through the latest manual, and details are scarce about its integration. I wonder if anyone might please have a basic guide to get to getting dialogue to work with TMPro? I haven't yet been able to get any dialogue to show up in the 2D Demo after trying to link a Canvas with TextMesh Pro to the fields in the 'Dialogue' menu after selecting Unity Ui Prefab and checking 'Use TMPro components', would really like a baby-ish walkthrough of how to get TMPro to display characters' dialogue please, so I can start trying to use 'Super Text Mesh' for animated dialogue.
The 2D Demo doesn't use Unity UI, so you'd need to create UI prefabs for them as well as incorporating TextMesh Pro. If you want to test things out with a demo game, better to use the 3D Demo as this includes the use of Unity UI for its Menus.
Using TextMesh Pro should just be a case of checking Use TMPro components? in the Menu's properties, which will cause each of the element UI fields (e.g. a Label element's Text field) to rely on TMPro (e.g. Label now becomes TextMeshPro UGUI).
Removing Text components from your UI, and replacing them with TextMeshPro UGUI, should then be enough.
However, if you have UI Menus that currently rely on Text components, you can automate this process by installing AC's "TextMesh Pro Menus" template in the New Game Wizard. Test it out with a new 2D game, opting to install this template on creation.
Fantastic, thank you. Will give this a spin when I get a chance, great knowledge to get started with, ta.