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Each new Canvas will have AT LEAST 1 more render batch. depending on how elements are stacked and displayed. When uGUI was first written and has...
It does but what i would consider fairly minor. Multiple root canvas's - need their own graphic raycaster which increases the processing time...
Hey, so this is a known issue a fix is in the works....
Sorry for the delay missed this in all the other questions! Although a interesting idea not something that ever made it to the top of our...
Thats not a limitation of TextMeshPro but of uGUI, so in this case you would be correct i dont think we'd ever get to that state of 1 batch for fonts.
Yes there are some tags that are not supported fully in TextCore that are supported in TextMeshPro. We are working on closing this gap so UI...
We’re currently working on an e-book aimed at UI artists creating user interfaces in Unity, which will come with a working sample of a typical...
What you are asking for is more a feature request that will require a large rewrite of the layout system. Currently its not something that would...
This should help on older devices as well. Mask uses the stencil buffer and has to do a bunch of material "magic" to ensure proper layering. Older...
Thats the power and downfall of uGUI. Its flexible enough that there really isn't 1 "proper" approach. My take is if its working for you not...
Yes something like that. After each content might be a bit extreme. End of frame might be enough just so it executes the layout again. Likely a...
uGUI will be maintained in terms of bug fixes and critical issues for the foreseeable future until we are confident that UI Toolkit can do...
1. uGUI is getting bug fixes but the core engineering team is focused on UI Toolkit. 2. There isn't a great way to nest them. If you have the...
Sorry for the delay, I'm curious if maybe your font asset is set to static vs it being dynamic? As static does need prepopulated where dynamic...
The sync is done and TextCore::TextEngine supports them now. however does not mean they are exposed in UITK yet that will still take time. It is...
Could i ask why this step was needed? By default Font Assets are generated in dynamic mode which would mean you dont have to 'Generate font...
Hey, So if you have tried both fonts the editor supports its likely due to the fonts that we allow dont have these glyphs as part of them. There...
I've been in communication with the platforms team that would own the implementation of this features. No hard commitment from them as of yet but...
We have done a sync with TMP that is in the process of landing we then need to integrate it into a format that will give access. No exact time yet...
Still no promises as to when, its still on the list and i'm still getting my head around everything that needs done.