TMP SubMeshUI remains maskable when parent TextMeshProUGUI is set to non-maskable- Oct 02, 2024 Reproduction steps: 1. Create a new 3D project 2. Open the "Assets/Scebnes/SampleScene.unity" Scene 3. Import the "Capriola-Regular.ttf" and "NotoSansKR-Regular.ttf" fonts into ...
TypeDescription TMP_SubMesh DestroySelf()Declarationpublic void DestroySelf() GetPaddingForMaterial()Function called when the padding value for the material needs to be re-calculated.Declarationpublic float GetPaddingForMaterial() ReturnsTypeDescription Single ...
mTmp.uv = mesh.uv; mTmp.uv2 = mesh.uv2; mTmp.uv2 = mesh.uv2; mTmp.bindposes = mesh.bindposes; mTmp.boneWeights = mesh.boneWeights; mTmp.bounds = mesh.bounds; mTmp.colors = mesh.colors; mTmp.colors32 = mesh.colors32; mTmp.normals = mesh.normals; mTmp.subMeshCount = mesh.s...
-“TMP SubMeshUI” gets created when the issue reproduces - The font fixes (and the created “TMP SubMeshUI” disappears) when the Editor is reopened or when clicking “Reimport All”Resolution Note: Fixed by https://issuetracker.unity3d.com/product/unity/...
for(int i=resizeTextMaxSize;i>=minSize;--i){settings.fontSize=i;cachedTextGenerator.PopulateWithErrors(text,settings,gameObject);if(cachedTextGenerator.characterCountVisible==txtLen)break;}}privatereadonly UIVertex[]_tmpVerts=newUIVertex[4];/// /// 重写绘制顶点方法/// /// protectedoverridevoi...
(currentMesh, subMeshIndex, instanceMaterial[i], new Bounds(Vector3.zero, new Vector3(2000.0f, 2000.0f, 2000.0f)), argsBuffers[i]); } SceneView.RepaintAll(); } void UpdateBuffers(int number)//某块有草的数量变化时只更新那一块的数据 { if (virtuTerrain.perPiece[number].pos.Count == 0...
<Compile Include="Library/PackageCache/com.unity.textmeshpro@3.0.6/Scripts/Editor/TMP_SubMeshUI_Editor.cs" /> <Compile Include="Library/PackageCache/com.unity.textmeshpro@3.0.6/Scripts/Editor/TMP_SpriteAssetEditor.cs" /> <Compile Include="Library/PackageCache/com.unity.textmeshpro@3.0.6/...
从你的问题描述中,我们知道UI子对象是tmp ui subobject [lilitaone sdf createmap title blue],材质名称是lilitaone sdf createmap title blue。 检查材质是否支持遮罩: 在Unity中,要检查材质是否支持遮罩,你需要查看材质的Shader代码。通常,支持遮罩的Shader会在片段着色器(Fragment Shader)中使用遮罩纹理来决定像素...
TMPro.TMP_SubMesh:SetMaterialDirty() (at Library/PackageCache/com.unity.textmeshpro@1.5.0-preview.2/Scripts/Runtime/TMP_SubMesh.cs:562) TMPro.TMP_SubMesh:SetSharedMaterial(Material) (at Library/PackageCache/com.unity.textmeshpro@1.5.0-preview.2/Scripts/Runtime/TMP_SubMesh.cs:505) ...
Editor: Fixed a crash on UpdateSharedDataSubMeshVertexRange when importing a SpeedTree file. (UUM-25371) Editor: Fixed a regression that changed the default behaviour of animators on disabled. (UUM-27229) Editor: Fixed an issue so that the macOS Player no longer contains an empty area gap ...