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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/TextMesh.html below:

Unity - Scripting API: TextMesh

TextMesh

class in UnityEngine

/

Inherits from:Component

/

Implemented in:UnityEngine.TextRenderingModule

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Switch to Manual Description

The TextMesh component allows you to display text in 3D text mesh component.

This component dynamically generates a mesh that fits the text specified as input, it is great to make world space UI like displaying names above characters like the example below.

Note that Text Mesh Pro is now the preferred solution for creating 3D text as it's more feature complete compared to TextMesh.

Additional resources: text mesh component.

using UnityEngine;

public class CharacterNameTag : MonoBehaviour { public string characterName = "Player"; public Vector3 nameOffset = new Vector3(0, 2, 0);

GameObject nameTag;

void Start() { // Create a new GameObject for the name tag as a children nameTag = new GameObject("NameTag"); nameTag.transform.SetParent(transform);

// Add a TextMesh component var textMesh = nameTag.AddComponent<TextMesh>();

// Set text properties and make sure it stays centered. textMesh.text = characterName; textMesh.fontSize = 32; textMesh.characterSize = 0.1f; textMesh.anchor = TextAnchor.LowerCenter; textMesh.alignment = TextAlignment.Center; }

void Update() { // Make sure the name tag follows the offset nameTag.transform.position = transform.position + nameOffset;

// Make sure that the name tag is always facing the main camera if (Camera.main != null) nameTag.transform.rotation = Quaternion.LookRotation(nameTag.transform.position - Camera.main.transform.position); } }

Properties Property Description alignment How lines of text are aligned (Left, Right, Center). anchor Which point of the text shares the position of the Transform. characterSize The size of each character (This scales the whole text). color The color used to render the text. font The Font used. fontSize The font size to use (for dynamic fonts). fontStyle The font style to use (for dynamic fonts). lineSpacing How much space will be in-between lines of text. offsetZ How far should the text be offset from the transform.position.z when drawing. richText Enable HTML-style tags for Text Formatting Markup. tabSize How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset. text The specified input text to display. Inherited Members Properties Property Description gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.

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