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Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
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  • UI Setups
  • Unity UI: TextMesh Pro Setup

Unity UI: TextMesh Pro Setup

Table of Contents
  • Import Essential Resources
  • Default Font and Sprites
    • TMP Settings
      • Default Font Asset
      • Default Sprite Asset
  • Creating Own Fonts and Icons
    • TMP Font Asset
    • TMP Sprite Asset
    • Location

The Unity UI module uses TextMesh Pro to display text (and icons in text).

In this tutorial we’ll set up TextMesh Pro (TMP for short) to use a font and sprite asset. Make sure TMP is imported in your project (e.g. via the Unity Package Manager).

Import Essential Resources #

Import the TMP essential resources via the Unity menu: Window > TextMeshPro > Import TMP Essential Resources

Depending on your Unity/TMP version this might also be located somewhere else.

Default Font and Sprites #

If you don’t already have a font and icons to use (e.g. from a tutorial asset package), you can download a font and icons here:

Download Font  Download Icons

TMP Settings #

Both come with ready to use TMP assets, that we’ll now use as default font and sprites. Select the TMP Settings asset, which should be located in Assets/TextMesh Pro/Resources/.

Default Font Asset #

The default font will be used by newly created TMP components as their font.

  • Defaul Font Asset
    Select the FFFFORWA SDF font asset (or any other TMP font asset you created).

Default Sprite Asset #

  • Defaul Sprite Asset
    Select the icons sprite asset (or any other TMP sprite asset you created).

Creating Own Fonts and Icons #

TMP uses special font and icon assets – you can create them easily from regular fonts and sprites (usually using spritesheets) via the context menu in the project hierarchy tab.

TMP Font Asset #

To create a TMP font asset from a font in your project, right-click on the font and select: Create > TextMeshPro > Font Asset

TMP Sprite Asset #

Similar, to create a TMP sprite asset from a sprite in your project, right click on the sprite and select: Create > TextMeshPro > Sprite Asset

You might need to adjust the positioning of your sprites, this is best handled via the Sprite Glyph Table settings of the TMP sprite asset. Adjusting the OX and OY settings will change all included sprites.

Location #

When not used as default font/icons, the TMP font/sprite assets need to be placed in defined sub-folders of a Resources folder.

Those folders are defined in the TMP Settings asset and default to Fonts & Materials (for fonts) and Sprite Assets (for sprites).

UI
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Updated on February 25, 2022
Table of Contents
  • Import Essential Resources
  • Default Font and Sprites
    • TMP Settings
      • Default Font Asset
      • Default Sprite Asset
  • Creating Own Fonts and Icons
    • TMP Font Asset
    • TMP Sprite Asset
    • Location
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