Troubleshooting
Known limits, and what to do when something does not look the way you expect. If your problem is not here, head to Support.
The effects do not show
Section titled “The effects do not show”- The platform cannot run them. WebGL, OpenGL ES 3.0 and some older Android GPUs have no compute buffers in vertex shaders, and there the text falls back to a plain face. See Setup and Render Pipelines.
- The text is not on a toolkit material. The material is switched when the All In 1 Text Shader component’s inspector shows, outside play mode. It is not switched on an object that is part of a prefab: assign a saved toolkit material to the text yourself, or set the text up before making it a prefab.
- The effect works on color, and the text is white. Posterize, Hue Shift, Greyscale, Color Ramp and Color Grading change little on plain white text. Color the text first, see Effects and Properties.
An effect is cut off in a straight line
Section titled “An effect is cut off in a straight line”Each letter is drawn on a quad that the shader grows to fit its effects. If a glow, a shadow or a distortion is still clipped at a straight edge, raise Character extra margin in the material’s Global Properties.
Some characters have no effects
Section titled “Some characters have no effects”A character the text’s font asset does not have is drawn by TextMeshPro from another
asset: a fallback font, a bold or italic typeface from the weight table, or a <sprite>.
Those characters get none of the toolkit’s effects, and they do not reveal, hide or
animate with the Typewriter: they show from the start. On a spline they skip the enter
and exit effects.
The text’s component counts them in a warning. Add the characters to the font asset, or use a font asset that has them. See Fonts and Font Assets.
Bevel, outlines or shadows look wrong on some letters
Section titled “Bevel, outlines or shadows look wrong on some letters”The font asset is probably Dynamic, and the letters it added at runtime have no blurred copy. The component warns about it. Set the font asset’s Atlas Population Mode to Static, with every character you need in it.
Overlapping texts draw in the wrong order
Section titled “Overlapping texts draw in the wrong order”Two separate texts close enough for their outlines, glows or extrusions to reach into each other can draw in the wrong order: the upper one’s effects cover the lower one. The canvas sorts texts by their letters’ boxes before the shader grows them, so it does not see the overlap. The letters of one text always draw in the right order; this is only between texts.
To fix it, give each of those texts its own nested Canvas:
- Add a Canvas component to each text.
- Tick Override Sorting, and give each a higher Sort Order than the one it should draw over.
- Set its Additional Shader Channels to match the parent canvas, including TexCoord1, Normal and Tangent.
- Keep the text on the same layer as the parent canvas.
Underline, strikethrough and highlight
Section titled “Underline, strikethrough and highlight”<u>, <s>, <mark> and the Underline, Strikethrough and Highlight font styles are drawn
with the toolkit’s shader, so lines get outlines, glows and shadows above and below them,
with a few limits:
- The line’s ends are square, with no outline around them.
- Lines do not move with the Typewriter’s effects. They appear and fade with their letters during a reveal or a hide, but a letter that flies in or shakes leaves its line in place, and Rainbow does not recolor it.
- Effects that push sideways, such as Wave or Glitch, leave the line straight.
- On a spline, each piece of line is placed under its letter, which can show small kinks on tight bends.
- Highlights draw over the letters, as TextMeshPro draws them.
The editor pauses, or the text flashes cyan
Section titled “The editor pauses, or the text flashes cyan”The first time a material with a new combination of effects draws, Unity compiles a shader variant for it. With Asynchronous Shader Compilation on, the text draws cyan for a moment; with it off, the editor pauses. It happens once per combination. See Performance and Shader Variants.
Tags show up in the text
Section titled “Tags show up in the text”A tag that breaks the rules is not recognized and stays in the text as typed. Check that
it has no spaces and no =, that it closes with </>, and that the typewriter’s Looped
preset has its Group Type set to Per Tags. A misspelled effect name logs a warning in the
Console. See Motion Effects and Tags.
The text cannot be edited
Section titled “The text cannot be edited”- Show Tags is off. On a text with a Typewriter, the TextMeshPro text box is locked while Show Tags is off. Tick it to edit.
- A preview is running. Set the Typewriter’s Preview mode back to None.
The warp does nothing
Section titled “The warp does nothing”The Warp component must sit on the text’s own GameObject, next to its All In 1 Text Shader component; its inspector says when it does not. In Prefab Mode the text may not bend in the view, but the envelope and the cage still show and edit the shape.
Clicks and links do not follow a curved or warped text
Section titled “Clicks and links do not follow a curved or warped text”TextMeshPro picks characters and links from the text’s flat layout, and Unity’s raycasts use its rect, so neither follows a spline or a warp.
The material inspector looks wrong after an update
Section titled “The material inspector looks wrong after an update”Open Tools → AllIn1 → Text Shader Window, go to Other and press Refresh the Material Inspector Properties Configuration. For typewriter presets that look wrong, press Refresh Mesh Effects configuration in the same tab.
Presets or font assets are gone after an update
Section titled “Presets or font assets are gone after an update”Typewriter presets made with +, font assets made with Create Font Atlas and the
blurred atlases are saved in AllIn1TextShader/Config/, inside the toolkit’s folder.
Updating by deleting that folder deletes them too. Back up Config, or move the font
assets out, before you update. Blurred atlases come back on their own.
