Warudo
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Text Assets and Accessors
   
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Type: Plugins
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524.538 KB
15 Jan, 2024 @ 7:05pm
4 May @ 6:46pm
4 Change Notes ( view )

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Text Assets and Accessors

Description
Adds nodes for getting and setting the text value of a Text (uGUI), TextMesh, or TextMeshPro object, a node for setting a font to said objects, a TextMeshPro-based Text Display asset that offers as much customiztion I could cram into it, a simple 3D text prop. Also this plugin loads in your local OS fonts as Unity fonts and TextMeshPro font assets.

Just a heads up, I did some tests about figuring out emote integration and realized it was going to way too much effort to make it work, and even if I did, I would not expect it to run too well. So if you want to do things with messages with emotes embedded in them, you would probably investigate an alternative involving a browser source of some kind.

[24-02-09] Update: Font-selection is now categorized and sorted by font-family name, and a "Throw Text at Character" Node has been added.

[25-05-04] Update: Fixed outlines, added Underlay/Shadow, refactored a bunch of things which may break a few transform values, made "load system fonts" an opt-in setting instead of opt-out, improved the "Throw Text at Character" node
4 Comments
Scootieloo_TTV 29 May @ 4:03pm 
Hello! Maybe I'm running into a bug, but I'm using a flow to change the color of a Text Element based on change RGB values. I'm noticing that it doesn't change color in predictable ways. Seems like if I set it to (255, 0, 0) then it will be stark red, but if I set the G or B values to anything above 0, like (255, 1, 1), then I get a white gradient. I know this isn't how RGB values work. I'm curious if there's a bug. I'd be happy to share my screen with you sometime over discord to demonstrate the issue.

I'm attempting to program a reactive colored text to mimic the damage percent in Super Smash Bros (starts white, progresses to a stark red, then progresses to a dark red and stays dark red)
NextTime000  [author] 4 May @ 6:47pm 
I apologize, but I don't believe the update I just pushed up fixes that issue; at least, I don't think anything I did here would have addressed it.
NextTime000  [author] 30 Nov, 2024 @ 2:31pm 
oh yeah, I'll look into that; there's a few other things in this that need to be fixed still
艾露洛潔 11 Nov, 2024 @ 4:21am 
I found that this mod can't read and use fonts that is not named in english, can we have a fix for this?