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Unity is excited to announce a powerful new addition to our creative tools suite: TextMesh Pro and its creator, Stephan Bouchard, have joined Unity!

TextMesh Pro is a replacement for Unity’s existing text components like Text Mesh and UI Text. TextMesh Pro uses Signed Distance Field (SDF) as its primary text rendering pipeline making it possible to render text cleanly at any point size and resolution. Using a set of custom shaders designed to leverage the power of SDF text rendering, TextMesh Pro makes it possible to dynamically change the visual appearance of the text by simply changing material properties to add visual styles such as dilation, outline, soft shadow, beveling, textures, glow, etc. and to save and recall these visual styles by creating/using material presets.

Example of Dynamic Visual Text Styling

TextMesh Pro provides improved control over text layout and formatting giving users control over character, word, line and paragraph spacing, support for kerning and basic hyphenation, additional text alignment modes like Justified and Flush text, over 30 Rich Text Tags are available giving users control over margins, indentation, user definable styles, links and even support for using multiple fonts and graphics inline with the text.

Optimized for both mobile and PC, head to the Asset Store today to download the new, freely available version of TextMesh Pro today (Unity 5.3 or higher required, Unity 5.6 compatible release coming soon).

We have already started work to integrate TextMesh Pro’s functionality into Unity 2017, and will continue to support the asset with periodic updates to functionality and compatibility to ensure a seamless experience for TextMesh Pro users.

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  1. This is indeed a great addition . If support for multiple alignment on one line could be made as well it would be great. +1

  2. What’s about optimization comparison between standard UI text element and this one? Is it much more expensive? I’m just looking for a cheap (in optimization meaning) Text Outline-plugin :)

    1. It’s much faster than current Unity UI text and it doesn’t generate garbage when you change text on runtime.

  3. What a fantastik news is that.Thank you Unity for doing it!! Much loce…Kudos to Stephan for your excellent job.How did you felt when you heard this news?

  4. Arial Unicode ms support. some like Indian language unity label not support properly . please add this support also.

    1. Hairy Georgian Dude

      Март 23, 2017 в 1:11 пп

      I second this! Give us some sexy Georgian unicode characters!

    2. When using the Font Asset Creator you simply need to add the characters you want by using either the Custom Range(s), Custom Characters or Character from File options.

      If you are not sure where the characters for a given language are located in the Unicode Chart, see the following chart.

      1. Hi, do you have plans to support dynamic font ? Something like rendering current visible characters to an renderTexture, and when adding new chars, calculate its sdf before rendering. (just an idea, i tried before, but didn’t work because of unity’s api limitions.) With this additive pattern we can have a dynamic sdf texture, then when usng non-english characters, we don’t need pre-calculated data, and most importantly, we can render arbitrary charactors with ease.

        1. See my reply to @Luka below which includes information about my plans for a Dynamic Fallback font system.

    3. Hi
      STEPHAN BOUCHARD,

      but unity 3d not support rendering of GSUB and GPOS properly.
      even we can make sdf font with all character but when assign add text in text component then its OK but in game view not rendering properly. i try with UGUI, NGUI, Text mesh pro ,text mesh but nothing is working proper. With English it’s OK but when use Indiana language,Arabic, Farsi,pasto-dari etc. it’s not Working.
      i’m using Arial Unicode ms font (inside this font many language available ) . i don’t have issue with RTl but text rendering is not proper.

      sorry for my bad English.

      Please also read this post also for more info.
      https://forum.unity3d.com/threads/unicode-font-rendering-broken-with-devanagari-fonts.251788/

  5. It would be nice to do this with the accelerator pack also.

  6. I’m looking forward to this, but I can’t see the integration of TextMesh Pro into the core Unity product on the Road Map.

    Do you have a rough timeframe of when it will become a standard feature?

    1. Since I just started working on this and need to get up to speed on the internals of Unity, I don’t have an ETA yet on when this integrated incarnation of TextMesh Pro will be available.

      As I have mentioned before, this integration will essentially be a full re-write as I look to take full advantage of the closer integration and ability to leverage the native side to provide even greater functionality and performance. I refer to this as Phase II.

      In the meantime, I will continue to provide support and updates to the current incarnation of TextMesh Pro which is available on the Asset Store.

      At some point in the Unity 2017 release cycle, we plan to include the current / an updated version of TextMesh Pro with Unity either with the dlls or as an option in the Unity installer. I refer to this as Phase I.

  7. Rolando Ismael Azcorra Medina

    Март 21, 2017 в 7:08 пп

    you should integrate ProBuilder and Pro Core Tools to Unity

    1. The valuation will be a lot higher for Pro Tools compared to TextMesh Pro since they have a bigger suite of tools. Not sure Unity is ready to take that kind of risk or Pro Tools is ready to get acquired for a smaller valuation.

  8. I think the Textmesh pro has problem on show Chinese characters.
    Thanks,

    1. I am sorry, Chinese font.

    2. TextMesh Pro already includes support for Chinese, Japanese and Korean which requires creating a Primary Font Asset and potential Fallback font assets which include the characters used in your project.

      TextMesh Pro also includes support for proper line breaking for Chinese, Japanese and Korean.

      http://i.imgur.com/K1BZzMX.gif

  9. I have an important question, in order to use textmesh on MOBILE devices, where size really matters.

    1. Due to texture size limit, multiple localizations and and general tendency to keep apps small, we would need support for dynamic SDF texture generation on a separate thread or maybe even with a shader if render targets are supported on all devices.
    2. atlases can’t be bigger than 1024*1024 on some devices, we would need support for multiple atlases (I don’t know if it’s supported atm).

    1. Just ignore the 1st sentance, I forgot to delete it :) But please do consider reading points 1 and 2. I think SDF text is the way to do font rendering even on mobile devices if you manage to solve those main two issues.

      1. I agree that an improved solution is needed to balance localization needs and font asset / package size.

        I believe using a combination of Primary Font Assets created offline in conjunction with Fallback Font Assets which would be loaded on demand along with the ability to use Dynamic Fallback Font Assets would provide for the most flexibility in terms of handling, quality assurance and package size control.

        Given the Dynamic Fallback Font Asset would only need to contain those few characters not already included in the Primary and Fallbacks almost exclusively resulting from user input, whatever performance overhead resulting from having to add these characters into a font atlas a run time should be masked behind the relatively slow human typing speed.

        I believe this system would be a good hybrid alternative to a full dynamic system.

        Note: If you have questions / concerns or suggestions about this system, please create a post in the Unity UI section of the forum. Be sure to add [TextMesh Pro] as a prefix to the post title and I will be more than happy to discuss this further :)

        1. Congrats on joining the Unity team!

          Dynamic fonts is incrediably important on the global mobile space. I cannot stress this enough. It is just essential.

          But, the idea that typing speed somehow will mask atlas creation is a big strange. I mean, in any connected game, it is not just typing but the seeing of what is typed that requires the atlas updates. Clan chat, user gamer names, all need to support whatever is typed, in whatever language.

          Right now we use TMP only in static text portions of the game. And the awful built in text for the names and chat. It’s a bad solution, as you can imagine.

          So getting this resolved is our #1 issue.

          #2 is support for standard (to the degree there is such) emjoi… which is also critical in chat these days.

          #3 Is better dropshadow support. Getting text to pop off the screen requires a special sort of dropshadowing, as seen in games like Clash Royale. Not been able to recreate that with TMP or anything else yet.

          Hoping for a great future for TMP!

          David

  10. Great news & I think this is a great direction for unity (acquiring great assets with their creators & releasing them for free)
    — text mesh pro
    — cinema asset
    — anima2D

    Keep it up

  11. Noticed this a couple weeks ago and have been playing with it for a few days.

    What a great asset, I’d always seen the 5 star reviews on the asset store but always thought ‘surely cant be that good, its only text’. Well shit, was I wrong

  12. TextMesh Pro in the new UI makes Unity simple to understand for an artist and so powerful! Is it possible to make 2D texture decals with it, to apply them to my game object material as decals?

  13. Will you be adding SVG support format? It sounds sort of like that is very similar to Text Mesh Pro works.

    1. SVG is similar but not exactly the same as SDF. That being said SVG is on our internal roadmap to do no promises when it would be done though.

  14. yes! awesome that was always one problem i had with unity was there was no way to really customize text and would slow me down with the amount of text design edits id have to do in a external program

  15. Oh my god! Such amazing news! Unity, you go right way

  16. Great news! The asset was worth every penny, with the author always being responsive and helpful. Great to have it at the baseline Unity.

  17. There will be a automatic way to migrate the current UIText into TextMesh Pro?

    1. No there currently is no automatic way to convert them. The TMP component has so many more options that copying the content text from the UIText to the TMP object is the “easy” part.

    2. There are actually a few user created scripts available on the TMP User Forum which were created for that purpose. Here is a link to one of the threads about this topic.

      Please note that I have not personally tested these scripts so mileage my vary so please be sure to test these on a backup of your project.

  18. Its good news!
    Very important think: dont stop support open source version. Its inportant because when you try go to dll version from open source — you can corrupt all your project with a lot of broken links =)

    1. Yes the paid TMP version will continue to be supported via the TMP forums until at least the 2017 integration happens. If you have the paid version be sure to register on the forums as updates wont automatically show in Unity due to it not being on the asset store.

  19. I will have my money back?

    1. Please contact Unity support they will help look into this for you.

  20. Can we expect more asset creators join the Unity team? For example someone implementing node-based shader editor?

    1. Node-based shader editor will be sooo cool!
      https://feedback.unity3d.com/suggestions/editor-visual-shader-editor
      2269 votes since 2009 and still under review!

    2. For something as complex as a shader editor, I’d much rather have Unity make its own perfectly-integrated solution instead of a third-party thing built without internal code access. And that’s what they are secretly doing in this branch of the HDRenderer project: https://github.com/Unity-Technologies/ScriptableRenderLoop/tree/scriptablerenderloop-materialgraph

  21. Abandoned in 3,2,1…

  22. every time i buy an asset it becomes open source or is implemented into unity :/

    i mean, its great news for the community and a long awaited addition to unity, but why every time AFTER i buy?

    1. Tijmen van den Heuvel

      Март 20, 2017 в 2:29 пп

      Please buy some more assets!

      1. MICHAIL MOIROPOULOS

        Март 20, 2017 в 2:49 пп

        Hahahahahaha

        @Soraphis: Well, I must say, that happens to me also. :P

  23. Great! and while you working on text, fonts and everything between them, make sure it all support also right to left alignment as well! (for Hebrew, Arabic etc…) thanks!

    1. Yes it is on our roadmap to support. May not be in the initial 2017 integration but it will happen.

      1. So I can’t use this textmesh pro with Arabic font yet?