com.unity.textmeshpro 2.2.0-preview.2

com.unity.textmeshpro

Notes: processedReleased November 8, 2021

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Unity Compatibility

Minimum Unity: 2019.4

Package Dependencies

🔄 Changes

  • Fixed incorrect character spacing when using the \ tag. See forum post for details.
  • Added Unicode code point range for Arabic Mark glyphs. See forum post for details.
  • Added support for creating multiple Sprite Assets at once by selecting multiple sprite textures and using the "Create - TextMeshPro - Sprite Asset" context menu.
  • Added new class definition type to the glyph class. This new property will only be visible when included in a new release of the Unity Editor.
  • Fixed incorrect update of SDF Scale when text object scale is zero. The previous optimization where SDF Scale only gets updated when lossy scale change exceeds 20% of the previous value remains. See forum post for details.
  • Fixed text objects not being visible when using a mixture of \ objects with ≶TextMeshProUGUI> objects in Screenspace Overlay when these objects share the same material preset. See forum post for details.
  • Fixed a few inspector issues related to fallback glyph caching when adding, deleting and reordering fallback font asset lists.
  • Minor change to the Font Asset Creator to prevent setting a face size of zero when using Auto Sizing mode. Case #1368638.
  • Fixed incorrect selection of font face in the Font Asset Creator when using the "Update Atlas Texture" button in the Font Asset inspector. Case #1366468.
  • Fixed incorrect Character Set selection being recalled when using the "Update Atlas Texture" button in the Font Asset inspector. Case #1368517.
  • Fixed scene remaining dirty after undoing a change to a TMP text component which dirtied the scene. Case #1296400
  • Improved Android / Chrome OS hardware keyboard support.
  • Fixed incorrect parsing of invalid UTF16 and UTF32 character sequences. Case #1367695
  • Added support for GameCore platform support in the TMP Input Field.
  • Added new Ligature Table to Font Assets allowing users to manually define Ligatures. This is a first pass at adding support for Ligatures.