Issue #2: Selection in TMP InputField is not working correctly when it is rotated Same goes as if you position in front of 'T' of "Text", user expects new text to be bold, but it is actually regular.Īs far as I can say, this happens because of input field's inner caret (stringPosition) being positioned after all tags, instead of before.Ģ.Position in front of the red text and start typing If you position caret in front of 'E' character of "Example" and you start typing, you would expect the font NOT to be bold, but in TMP input fields font will be bold. Text to be of the following style, instead of previous.Ĭonsider following text in TMP input field: InputField, in which RichTextEditing is disabled, positions caret in string after all tags which causes entered Issue #1: Inner caret position (string position) of input field is positioned after all tags Having said that we have encountered some issues with input fields and we were wondering is there a way to overcome them. To bind a GameObject to more than one tutorial step, click the + button next to the Binding Keys property.First of all, let me say that text mesh pro is a great asset, it makes working with text in unity a lot simpler and easier. If the GameObject contains a Text, TextMesh, or TextMeshPro component, select the AdaptiveText component (otherwise, use an AdaptiveContent component).īind the component to a tutorial and step using the Binding Keys list. In the Inspector window, click Add Component.Ĭlick Analytics in the Add Component menu. Select the GameObject in your scene Hierarchy. Put an AdaptiveText component on any tutorial GameObjects that contain a Text, TextMesh, or TextMeshPro object use an AdaptiveContent component for other GameObjects. Once you have defined your tutorial outline, you can optionally add adaptive components to your tutorial. The Ignore if remote is empty setting applies both at runtime and when you pull data from the service.Īdd AdaptiveText Components to Your Tutorials When unchecked, entering an empty string into the remote field removes the text from the text component. When checked, the Tutorial Manager does not update the associated text component if the remote field contains an empty string. When unchecked (false), the associated text objects are enabled whenever the tutorial step is started by the Tutorial Manager. When checked (true), the associated text objects are only enabled when the Tutorial Manager has decided the default tutorial should be shown (TutorialManager.GetDecision() returns true). Each component must have a minimum of one binding. (Enter the keys for your tutorials and steps on the Tutorial Editor window.)Ĭlick + to add bind the component to an additional tutorial step. The AdaptiveText component is a subclass of AdaptiveContent.Ī GameObject with an AdaptiveContent component ElementĮach key binds the AdaptiveComponent to a tutorial and step. See Managing your Adaptive Text for information about controlling the text associated with an AdaptiveText component using the Tutorial Manager dashboard. However, only the text associated with the (single) AdaptiveText component can be updated remotely from the Tutorial Manager dashboard. (If you bind multiple AdaptiveText components to a step, the text of all of these components is updated to the value of the same remote text field.) If you need more than one text component for a step, you can use AdaptiveContent components instead. Only bind a single AdaptiveText component to any individual tutorial step. Use the Push and Pull Data buttons on the Tutorial Editor window to keep the text in your Unity project in sync with the text in the dashboard. At runtime, the value of the remote field takes precedence over the value entered in the Unity Editor. When you push your tutorial configuration to the Tutorial Manager service, the Tutorial Manager creates a remote text field on the Tutorial Manager dashboard for each AdaptiveText component. Under Configuration, enter TEXTMESHPRO_PRESENT into the Scripting Define Symbols text box. Open the Player Settings window (menu: Edit > Project Settings > Player).Ĭlick to open the Other Settings section, if necessary. Important: To use Tutorial Manager with TextMeshPro, you must add the TEXTMESHPRO_PRESENT scripting define symbol: In addition to controlling whether its GameObject is active, the AdaptiveText component also controls the text of a Text, Text Mesh, or Text Mesh Pro component attached to the same GameObject. The AdaptiveText component extends the AdaptiveContent class.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |