Overview
What the toolkit is made of, and how the parts fit together. Two minutes here will save you looking for things in the wrong place.
It is still your TextMeshPro text
Section titled “It is still your TextMeshPro text”The toolkit does not replace TextMeshPro. It adds a material and a few components to a
TextMeshPro text, so what TextMeshPro does keeps working: rich text tags, auto size,
alignment, wrapping, links. It works on both TextMeshPro - Text (UI) and the 3D
TextMeshPro. The one change: on a text with a Typewriter, set the text through the
Typewriter’s SetText(), see Scripting.
Two halves: the look and the motion
Section titled “Two halves: the look and the motion”The look is a material with the toolkit’s shader. It runs on the graphics card and draws each letter with up to 30 effects: outlines, glows, shadows, bevel, extrusion, gradients, textures, distortions and more. It is set up in the material inspector, and it works on its own. See Effects and Properties.
The motion comes from components that move the letters themselves: a typewriter that reveals, loops and hides them, a curve to lay them on, a warp to bend them. They work on their own too, with any material, and every material effect follows the letters as they move.
The parts
Section titled “The parts”| Part | What it does | Added with |
|---|---|---|
| All In 1 Text Shader | The one component every toolkit text needs. Sets up the material and checks the font | GameObject → UI → All In 1 Text, or Add Component |
| Typewriter | Reveal, loop and hide animations, tags, events | Add Typewriter |
| Text on a Spline | Lays the text along a curve, scrolls it, moves it in and out | Add Spline |
| Warp | Bends the whole text into a shape | Add Warp |
| Text Layers | Extra copies of the text with their own material | Add Text Layered |
| Text Particles | Sprite particles that come out of the letters, on the typewriter’s events | Add Component, on an object under the text |
| LED Panel | The background and unlit dots of an LED display | Add Component |
| Bevel Light Controller | One light for every bevel and extrusion in the scene | A button in the material |
The Add buttons are on the All In 1 Text Shader component; particles go on objects of their own under the text.
The order things happen in
Section titled “The order things happen in”Each frame, a text goes through the parts in this order:
- TextMeshPro lays out the text.
- The Typewriter moves, scales, turns and fades each letter.
- Text on a Spline places the letters along its curve.
- The Warp bends the result.
- Text Layers copy the finished letters.
- The material draws every letter with its effects.
So a letter that pops in with the typewriter does it on the curve, the warp bends the curved text as a whole, and an outline wraps the letter wherever it ends up.
What ships
Section titled “What ships”| Folder | What is in it |
|---|---|
AllIn1TextShader/Scripts | The components |
AllIn1TextShader/Shaders | The text shader and the LED Panel’s shader |
AllIn1TextShader/MeshEffects | The motion effects, their eases and the built in typewriter presets |
AllIn1TextShader/Editor | The inspectors and the Asset Window |
AllIn1TextShader/Demo | The Demo Scene, its fonts, materials and presets |
AllIn1Shared | Code shared by every All In 1 asset. Keep it |
The first time it is used, the toolkit makes a Config folder inside its own folder, where
it keeps the presets you make, the font assets made with Create Font Atlas and the
blurred atlases. Readme and Licenses.txt sits in the toolkit’s folder.
Before you start
Section titled “Before you start”- Know your way around TextMeshPro: making a text and a font asset is all you need.
- Read First Steps. It is short, and it covers how materials are made and saved.
- Open the Demo Scene. Every look in it is a material you can inspect.
