#TextMeshPro
Game dev etc… I was feeling good about my progress with Unity and Ink until I ran into the very last step of this tutorial… it’s six years old. That version of Unity doesn’t have TextmeshPro. I tried a few work around but it’s just spawning a clone TMP called “button” instead of the choices. :/
October 14, 2025 at 7:00 PM
🏓Nuevo tutorial en YouTube: aprende a crear el clásico PONG en Unity 2D 🎮

✅ Movimiento de palas
✅ Física de la bola
✅ Marcadores con TextMeshPro
✅ Patrón Singleton para el controlador

👉 Míralo aquí: youtu.be/y4sX1yuFKjI

#Unity #Pong #GameDev #Retro
🏓 Proyecto PONG en Unity | Tutorial paso a paso del Juego clásico 2D
YouTube video by OrnitoGames
youtu.be
October 2, 2025 at 10:16 PM
ここら辺にも絡むんだけど、Unityの会話用データについて

・TextMeshPro&Localizationで管理する
・JSONで管理して、ローカライズはJSON-jpやJSON-enとして設定に応じて読み込みファイル変える方式にする

どっちがいいんだろう?
JSON読み込みにそこまで負荷ないんだったら一度仕組みを作っちゃえば後者の方が管理や修正はしやすいのかな

イベントフラグとかもそうするべき……?悩む

#ゲーム制作 #gamedev #Unity
ゲームのローカライズ、できればやりたい

Unity公式のLocalizationがとりあえず候補だけど、他になんかいいのないかまた探す
February 24, 2024 at 1:20 PM
The text on the town billboards are textmeshpro. That could have something to do with it.
November 22, 2024 at 8:58 PM
FREE ANIMATED TextMeshPro in Unity 6 (Tutorial 2025)

##gamedev##gamedevelopment##indiedev##unity3d
FREE ANIMATED TextMeshPro in Unity 6 (Tutorial 2025)
www.youtube.com
July 29, 2025 at 11:00 PM
TextMeshProという便利な子がいるにも関わらず、テキストを表示させるコンポーネントを作っている謎の時間。

いえ、全く謎ではないんだけど。
謎。
July 5, 2024 at 3:13 PM
anyway, the gradient backgrounds in wega's challenge 2 deluxe are actually just a capital 'I' in textmeshpro with animation
December 29, 2024 at 12:23 AM
Returning to Sovereign Tea after over a year is a weird experience, but I managed to take this test frame and render it in 100 fewer draw calls with 200MB less RAM usage.

If I could switch the text engine off the non-standard 3rd party package I'm using to TextMeshPro this would be even better...!
August 3, 2023 at 3:54 AM
ご反応ありがとうございます....

> TMP_Text (もとい TextMeshPro)
アプリケーション上でテキストを画面に表示させるクラスを利用しているのですが、

その表示するテキストを更新する関数 "SetText()" に 数値型を1つ引数として受け取るオーバーロードが存在しないようで...

やむなく 文字列へ変換 "ToString()" する必要があるのですが、ここで gc alloc(ヒープの割り当て) が発生するため 割り当てゼロでテキストを更新する手立てがなにかないものかと..
Class TMP_Text
docs.unity3d.com
November 8, 2024 at 1:27 PM
medium bold semibold light とか太さの違うスタイルのフォントを多用する画面をUnity に取り込む時

そのスタイル毎にTextMeshPro のFontAssetを作って使うと2048x4096サイズのアトラスがたくさん展開されてメモリを圧迫しそうだから

基準のとするサイズのFontAssetを1つだけ作り、他のスタイルはVariantを代わりに使ってアトラスを共有しつつ、各文字のGlyph とマテリアルの設定を調整して誤魔化すみたいなことをしようと思ってるけど

他になんかいいフォントの使い方ってあったりするだろうか
October 18, 2024 at 12:32 PM
TextMeshProとshaderで作っていく方向で決定しようかな🤔一番クセもなく触りやすそうだ。問題は対応するシェーダーが少ないし買うのも金かかるのな😭
February 22, 2024 at 3:04 PM
love it when games made in unity doesn't "sanitize" the text inputs cuz all the TextMeshPro default emojis and rich tags work
April 6, 2025 at 12:53 PM
var texts = DestroyableSingleton<HudManager>.Instance.gameObject.GetComponentsInChildren<TextMeshPro>();
foreach (var text in texts)
{
text.text = "SuperNewRoles!!";
}
June 24, 2024 at 1:25 PM
#gamedev #font #indiegame #twine
the first glimpse at word magic:
☑️ shader to render #unity TextMeshPro text in a circle
☑️ spell casting font
September 3, 2025 at 9:28 PM
TextmeshPro once again making me lose my fucking mind.

Game works fine on my side with dynamic fonts, breaks on build machine.

What the fuck!
June 3, 2025 at 3:36 PM
Today I begun trying to make my branching tooltip system compatible with Unity's UI Toolkit, since it was originaly designed to work with TextMeshPro.
December 20, 2024 at 11:03 PM
É tipo Tag HTML+TextMeshPro (?), só que cumulativo num texto, exemplo:

[rainbow freq=1.0 sat=0.8 val=0.8]
[center]
[font_size='24']
Hello World!
[/font_size]
[/center]
[/rainbow]

Faz com que ele use o rainbow e alinhe no centro e use font-size como 24.

ai ele fica assim no campo de escrita
September 7, 2024 at 12:48 AM
It's #TutorialTuesday! I'm learning about UI in #unity, the Canvas, TextMeshPro in particular, which has changed quite drastically in Unity 6 but I can't find anything on it on YouTube that is recent! If you have the knowledge, and use Unity 6, please make some #tutorials 😁
May 13, 2025 at 5:22 PM
Yay for more text options. I do miss TextMeshPro for things like embossing and shadow control.
Back from #GodotCon in Boston with a new dev snapshot for #GodotEngine 4.5, hot off the press!

macOS game window embedding (finally!), improvements to 3D physics interpolation, specular occlusion from ambient light, and more goodies to test!

godotengine.org/article/dev-...
Dev snapshot: Godot 4.5 dev 4 – Godot Engine
One post-GodotCon snapshot coming up!
godotengine.org
May 13, 2025 at 10:35 PM
TextMeshProのプリセット、デザインにはほぼ必須機能なのに、作り方が初見殺し過ぎる。
アセットのマテリアル選択>InspectorのShader欄を右クリック>Create Material Preset

これ誰がわかるんだ…
May 12, 2024 at 2:27 PM
the reason i say vector graphics-ish is because unity's textmeshpro is technically using signed distance fields, which isn't rly vector rendering, but it does scale incredibly well
July 10, 2025 at 8:09 AM
Something surprising to me is that Unity never made its own Tween library. Like that or it didn't like try and buy DoTween like it did with Cinema nine and TextMeshPro. It's so weird that it's lacking tweening as a native package.
September 27, 2025 at 9:50 AM
TextMeshPro Alpha is our Unity asset for smooth, highly customizable text fading. Learn more here: www.binarycharm.com/tech/unity-t...
TextMeshPro Alpha (Unity Asset) in 15 sec
"TextMeshPro Alpha" is a Unity asset facilitating smooth, precise and scriptable alpha fading for any TextMeshPro text, with no custom shaders or masking. It...
www.youtube.com
December 19, 2023 at 12:15 AM
This tutorial tackles among other things:🔸What are styles, anyway?
🔸Introduction to streamlining typographic workflows with TextMeshPro
🔸Configuring TextMeshPro Settings (Default Font Asset and Text Container Defaults)
🔸Customizing text styles by editing tags for size, bold, color
March 4, 2025 at 2:06 PM
VRChatにおけるTextMeshPro周りのリファレンスがなさすぎる
April 7, 2025 at 10:15 PM