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deleted file mode 100644
index 86daf5e4..00000000
--- a/Assets/Plugins/Android/com.google.android.gms.play-services-basement-17.6.0.aar.meta
+++ /dev/null
@@ -1,34 +0,0 @@
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diff --git a/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-base-18.0.0.aar b/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-base-18.0.0.aar
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deleted file mode 100644
index dcefb0ff..00000000
--- a/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-base-18.0.0.aar.meta
+++ /dev/null
@@ -1,34 +0,0 @@
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diff --git a/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-sdk-api-18.0.0.aar b/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-sdk-api-18.0.0.aar
deleted file mode 100644
index d042a26c..00000000
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deleted file mode 100644
index 588b8b27..00000000
--- a/Assets/Plugins/Android/com.google.android.gms.play-services-measurement-sdk-api-18.0.0.aar.meta
+++ /dev/null
@@ -1,34 +0,0 @@
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diff --git a/Assets/Plugins/Android/com.google.android.gms.play-services-tasks-17.0.0.aar b/Assets/Plugins/Android/com.google.android.gms.play-services-tasks-17.0.0.aar
deleted file mode 100644
index c58fbfb3..00000000
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deleted file mode 100644
index a6266e56..00000000
--- a/Assets/Plugins/Android/com.google.android.gms.play-services-tasks-17.0.0.aar.meta
+++ /dev/null
@@ -1,34 +0,0 @@
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diff --git a/Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar b/Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar
deleted file mode 100644
index b4bf8d6e..00000000
Binary files a/Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar and /dev/null differ
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deleted file mode 100644
index ebfab216..00000000
--- a/Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar.meta
+++ /dev/null
@@ -1,34 +0,0 @@
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diff --git a/Assets/Plugins/Android/com.google.guava.listenablefuture-1.0.jar b/Assets/Plugins/Android/com.google.guava.listenablefuture-1.0.jar
deleted file mode 100644
index 5e676925..00000000
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deleted file mode 100644
index a0f381db..00000000
--- a/Assets/Plugins/Android/com.google.guava.listenablefuture-1.0.jar.meta
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@@ -1,34 +0,0 @@
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- second:
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- Any:
- second:
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diff --git a/Assets/Plugins/Android/googlemobileads-unity.aar b/Assets/Plugins/Android/googlemobileads-unity.aar
deleted file mode 100644
index 7d165e68..00000000
Binary files a/Assets/Plugins/Android/googlemobileads-unity.aar and /dev/null differ
diff --git a/Assets/Plugins/Android/googlemobileads-unity.aar.meta b/Assets/Plugins/Android/googlemobileads-unity.aar.meta
deleted file mode 100644
index 1a826430..00000000
--- a/Assets/Plugins/Android/googlemobileads-unity.aar.meta
+++ /dev/null
@@ -1,76 +0,0 @@
-fileFormatVersion: 2
-guid: f6190f2d34454c59917a4c1305f171d3
-labels:
-- gvh
-- gvh_version-6.1.2
-- gvhp_exportpath-Plugins/Android/googlemobileads-unity.aar
-timeCreated: 1480838400
-PluginImporter:
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- iOS:
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diff --git a/Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta b/Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta
index 1ab07e56..7b7e57fb 100644
--- a/Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta
+++ b/Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: b1bd5c3ae1b438144ba75189fdd60109
+guid: f842198f251391641ba85ecf3b5dba8c
PrefabImporter:
externalObjects: {}
userData:
diff --git a/Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta b/Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta
index ed2a657b..2ff760b0 100644
--- a/Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta
+++ b/Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 28a618fbe29f3724e97b44022bc55820
+guid: 40b2f13bf4ccfce4ababed4b54764899
PrefabImporter:
externalObjects: {}
userData:
diff --git a/Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta b/Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta
index b384ed10..3b2b351d 100644
--- a/Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta
+++ b/Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: f517ff80e5888da4293c89236a8a5c14
+guid: 16a4065558e81994bae74cd3256abbe1
PrefabImporter:
externalObjects: {}
userData:
diff --git a/Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta b/Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta
index 1db37da4..b4f7de6c 100644
--- a/Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta
+++ b/Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 10b43d94d9e05894fb42023550e6264a
+guid: d0ae1548658873e49b819743839e1c0a
PrefabImporter:
externalObjects: {}
userData:
diff --git a/Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta b/Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta
index f3f2a3f6..9d9a153d 100644
--- a/Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta
+++ b/Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 5290ce7f3e2c9c641b90f0d62ae2cb36
+guid: d04804a94951c6049b8f9393e443914a
PrefabImporter:
externalObjects: {}
userData:
diff --git a/Assets/Scripts/Controller/GameInit.cs b/Assets/Scripts/Controller/GameInit.cs
index 3626d09b..c839ce7a 100644
--- a/Assets/Scripts/Controller/GameInit.cs
+++ b/Assets/Scripts/Controller/GameInit.cs
@@ -56,7 +56,7 @@ namespace Controller
player.onPlayerSpawned += MusicController.Instance.AddAudioListener;
units.Add(player);
- player.OnDeath += uiController.AdsMob.ShowCanvas;
+ //player.OnDeath += uiController.AdsMob.ShowCanvas;
}
else
{
diff --git a/Assets/Scripts/GameUI/UIController.cs b/Assets/Scripts/GameUI/UIController.cs
index dca0d8f5..c7c6c18f 100644
--- a/Assets/Scripts/GameUI/UIController.cs
+++ b/Assets/Scripts/GameUI/UIController.cs
@@ -28,7 +28,7 @@ namespace GameUI
_playerControlView = Object.Instantiate(_uiData.PlayerControlView, canvasGroup.transform);
_inventoryView = Object.Instantiate(_uiData.InventoryView, canvasGroup.transform);
- _adsMob = Object.Instantiate(_uiData.AdsMob, canvasGroup.transform);
+ //_adsMob = Object.Instantiate(_uiData.AdsMob, canvasGroup.transform);
//_add.enabled = false;
_uiData.ObjectsToSpawn.ForEach(x => Object.Instantiate(x, canvasGroup.transform));
diff --git a/Assets/TextMesh Pro/Examples & Extras.meta b/Assets/TextMesh Pro/Examples & Extras.meta
new file mode 100644
index 00000000..d94c9b5c
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: ce51c8e33b734b4db6086586558c53a3
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts.meta
new file mode 100644
index 00000000..37020f0e
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b63e0053080646b9819789bf3bf9fa17
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
new file mode 100644
index 00000000..0ad6de55
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
@@ -0,0 +1,93 @@
+Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
+with Reserved Font Name Anton.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta
new file mode 100644
index 00000000..7963e08c
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 73a79399807f4e8388c2cbb5494681ca
+timeCreated: 1484172033
+licenseType: Pro
+TextScriptImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
new file mode 100644
index 00000000..45f27b3f
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:d86f6a6f364ab85b0ab275f770355d9847bbe5feff040b55bb392e825c50b4bc
+size 42376
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta
new file mode 100644
index 00000000..1375b4aa
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta
@@ -0,0 +1,19 @@
+fileFormatVersion: 2
+guid: 997a43b767814dd0a7642ec9b78cba41
+timeCreated: 1484172033
+licenseType: Pro
+TrueTypeFontImporter:
+ serializedVersion: 2
+ fontSize: 16
+ forceTextureCase: -2
+ characterSpacing: 1
+ characterPadding: 0
+ includeFontData: 1
+ use2xBehaviour: 0
+ fontNames: []
+ fallbackFontReferences: []
+ customCharacters:
+ fontRenderingMode: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
new file mode 100644
index 00000000..13e7fbe2
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
@@ -0,0 +1,93 @@
+Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
+with Reserved Font Name Bangers.
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta b/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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index 00000000..22bdace3
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+++ b/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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+Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scenes/05 - Style Tags.unity.meta b/Assets/TextMesh Pro/Examples & Extras/Scenes/05 - Style Tags.unity.meta
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index 00000000..4934c52d
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta b/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta
new file mode 100644
index 00000000..b64591e9
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+++ b/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta
@@ -0,0 +1,24 @@
+fileFormatVersion: 2
+guid: 16177da2e3254cee91944756d5f8ddd3
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+- Text
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+- TextMesh
+- TextMeshPro
+- Font
+- Dynamic
+- Pro
+- Fonts
+- Advanced
+- GUI
+- Scene
+- Styles
+- Style
+- Layout
+- Atlas
+- Kerning
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts.meta
new file mode 100644
index 00000000..225345e9
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3979ce59e55144c89a2b3b3f8dcf7fd3
+folderAsset: yes
+timeCreated: 1436068007
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
new file mode 100644
index 00000000..b48ebbdb
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
@@ -0,0 +1,128 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark01 : MonoBehaviour
+ {
+
+ public int BenchmarkType = 0;
+
+ public TMP_FontAsset TMProFont;
+ public Font TextMeshFont;
+
+ private TextMeshPro m_textMeshPro;
+ private TextContainer m_textContainer;
+ private TextMesh m_textMesh;
+
+ private const string label01 = "The <#0050FF>count is: {0}";
+ private const string label02 = "The count is: ";
+
+ //private string m_string;
+ //private int m_frame;
+
+ private Material m_material01;
+ private Material m_material02;
+
+
+
+ IEnumerator Start()
+ {
+
+
+
+ if (BenchmarkType == 0) // TextMesh Pro Component
+ {
+ m_textMeshPro = gameObject.AddComponent();
+ m_textMeshPro.autoSizeTextContainer = true;
+
+ //m_textMeshPro.anchorDampening = true;
+
+ if (TMProFont != null)
+ m_textMeshPro.font = TMProFont;
+
+ //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
+
+ m_textMeshPro.fontSize = 48;
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ //m_textMeshPro.anchor = AnchorPositions.Center;
+ m_textMeshPro.extraPadding = true;
+ //m_textMeshPro.outlineWidth = 0.25f;
+ //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
+ //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
+ //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
+ m_textMeshPro.enableWordWrapping = false;
+ //m_textMeshPro.lineLength = 60;
+ //m_textMeshPro.characterSpacing = 0.2f;
+ //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
+
+ m_material01 = m_textMeshPro.font.material;
+ m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
+
+
+ }
+ else if (BenchmarkType == 1) // TextMesh
+ {
+ m_textMesh = gameObject.AddComponent();
+
+ if (TextMeshFont != null)
+ {
+ m_textMesh.font = TextMeshFont;
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ }
+ else
+ {
+ m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ }
+
+ m_textMesh.fontSize = 48;
+ m_textMesh.anchor = TextAnchor.MiddleCenter;
+
+ //m_textMesh.color = new Color32(255, 255, 0, 255);
+ }
+
+
+
+ for (int i = 0; i <= 1000000; i++)
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.SetText(label01, i % 1000);
+ if (i % 1000 == 999)
+ m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
+
+
+
+ }
+ else if (BenchmarkType == 1)
+ m_textMesh.text = label02 + (i % 1000).ToString();
+
+ yield return null;
+ }
+
+
+ yield return null;
+ }
+
+
+ /*
+ void Update()
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = (m_frame % 1000).ToString();
+ }
+ else if (BenchmarkType == 1)
+ {
+ m_textMesh.text = (m_frame % 1000).ToString();
+ }
+
+ m_frame += 1;
+ }
+ */
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta
new file mode 100644
index 00000000..9910676e
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta
@@ -0,0 +1,10 @@
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+guid: f970ea55f9f84bf79b05dab180b8c125
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs
new file mode 100644
index 00000000..38f4a275
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs
@@ -0,0 +1,135 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark01_UGUI : MonoBehaviour
+ {
+
+ public int BenchmarkType = 0;
+
+ public Canvas canvas;
+ public TMP_FontAsset TMProFont;
+ public Font TextMeshFont;
+
+ private TextMeshProUGUI m_textMeshPro;
+ //private TextContainer m_textContainer;
+ private Text m_textMesh;
+
+ private const string label01 = "The <#0050FF>count is: ";
+ private const string label02 = "The count is: ";
+
+ //private const string label01 = "TextMesh <#0050FF>Pro! The count is: {0}";
+ //private const string label02 = "Text Mesh The count is: ";
+
+ //private string m_string;
+ //private int m_frame;
+
+ private Material m_material01;
+ private Material m_material02;
+
+
+
+ IEnumerator Start()
+ {
+
+
+
+ if (BenchmarkType == 0) // TextMesh Pro Component
+ {
+ m_textMeshPro = gameObject.AddComponent();
+ //m_textContainer = GetComponent();
+
+
+ //m_textMeshPro.anchorDampening = true;
+
+ if (TMProFont != null)
+ m_textMeshPro.font = TMProFont;
+
+ //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
+
+ m_textMeshPro.fontSize = 48;
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ //m_textMeshPro.anchor = AnchorPositions.Center;
+ m_textMeshPro.extraPadding = true;
+ //m_textMeshPro.outlineWidth = 0.25f;
+ //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
+ //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
+ //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
+ //m_textMeshPro.enableWordWrapping = true;
+ //m_textMeshPro.lineLength = 60;
+ //m_textMeshPro.characterSpacing = 0.2f;
+ //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
+
+ m_material01 = m_textMeshPro.font.material;
+ m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this...
+
+
+ }
+ else if (BenchmarkType == 1) // TextMesh
+ {
+ m_textMesh = gameObject.AddComponent();
+
+ if (TextMeshFont != null)
+ {
+ m_textMesh.font = TextMeshFont;
+ //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
+ }
+ else
+ {
+ //m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
+ //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
+ }
+
+ m_textMesh.fontSize = 48;
+ m_textMesh.alignment = TextAnchor.MiddleCenter;
+
+ //m_textMesh.color = new Color32(255, 255, 0, 255);
+ }
+
+
+
+ for (int i = 0; i <= 1000000; i++)
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = label01 + (i % 1000);
+ if (i % 1000 == 999)
+ m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
+
+
+
+ }
+ else if (BenchmarkType == 1)
+ m_textMesh.text = label02 + (i % 1000).ToString();
+
+ yield return null;
+ }
+
+
+ yield return null;
+ }
+
+
+ /*
+ void Update()
+ {
+ if (BenchmarkType == 0)
+ {
+ m_textMeshPro.text = (m_frame % 1000).ToString();
+ }
+ else if (BenchmarkType == 1)
+ {
+ m_textMesh.text = (m_frame % 1000).ToString();
+ }
+
+ m_frame += 1;
+ }
+ */
+ }
+
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta
new file mode 100644
index 00000000..5a26304a
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta
@@ -0,0 +1,10 @@
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
new file mode 100644
index 00000000..29d75b67
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
@@ -0,0 +1,97 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class Benchmark02 : MonoBehaviour
+ {
+
+ public int SpawnType = 0;
+ public int NumberOfNPC = 12;
+
+ public bool IsTextObjectScaleStatic;
+ private TextMeshProFloatingText floatingText_Script;
+
+
+ void Start()
+ {
+
+ for (int i = 0; i < NumberOfNPC; i++)
+ {
+
+
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ GameObject go = new GameObject();
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
+
+ TextMeshPro textMeshPro = go.AddComponent();
+
+ textMeshPro.autoSizeTextContainer = true;
+ textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0);
+
+ textMeshPro.alignment = TextAlignmentOptions.Bottom;
+ textMeshPro.fontSize = 96;
+ textMeshPro.enableKerning = false;
+
+ textMeshPro.color = new Color32(255, 255, 0, 255);
+ textMeshPro.text = "!";
+ textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 0;
+ floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic;
+ }
+ else if (SpawnType == 1)
+ {
+ // TextMesh Implementation
+ GameObject go = new GameObject();
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
+
+ TextMesh textMesh = go.AddComponent();
+ textMesh.font = Resources.Load("Fonts/ARIAL");
+ textMesh.GetComponent().sharedMaterial = textMesh.font.material;
+
+ textMesh.anchor = TextAnchor.LowerCenter;
+ textMesh.fontSize = 96;
+
+ textMesh.color = new Color32(255, 255, 0, 255);
+ textMesh.text = "!";
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 1;
+ }
+ else if (SpawnType == 2)
+ {
+ // Canvas WorldSpace Camera
+ GameObject go = new GameObject();
+ Canvas canvas = go.AddComponent and Unity";
+ private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity";
+
+
+ private TMP_Text m_textMeshPro;
+
+
+ void Awake()
+ {
+ // Get Reference to TextMeshPro Component
+ m_textMeshPro = GetComponent();
+ m_textMeshPro.text = label01;
+ m_textMeshPro.enableWordWrapping = true;
+ m_textMeshPro.alignment = TextAlignmentOptions.Top;
+
+
+
+ //if (GetComponentInParent(typeof(Canvas)) as Canvas == null)
+ //{
+ // GameObject canvas = new GameObject("Canvas", typeof(Canvas));
+ // gameObject.transform.SetParent(canvas.transform);
+ // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay;
+
+ // // Set RectTransform Size
+ // gameObject.GetComponent().sizeDelta = new Vector2(500, 300);
+ // m_textMeshPro.fontSize = 48;
+ //}
+
+
+ }
+
+
+ IEnumerator Start()
+ {
+
+ // Force and update of the mesh to get valid information.
+ m_textMeshPro.ForceMeshUpdate();
+
+
+ int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object
+ int counter = 0;
+ int visibleCount = 0;
+
+ while (true)
+ {
+ visibleCount = counter % (totalVisibleCharacters + 1);
+
+ m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ // Once the last character has been revealed, wait 1.0 second and start over.
+ if (visibleCount >= totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ m_textMeshPro.text = label02;
+ yield return new WaitForSeconds(1.0f);
+ m_textMeshPro.text = label01;
+ yield return new WaitForSeconds(1.0f);
+ }
+
+ counter += 1;
+
+ yield return new WaitForSeconds(0.05f);
+ }
+
+ //Debug.Log("Done revealing the text.");
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta
new file mode 100644
index 00000000..562609bc
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: e32c266ee6204b21a427753cb0694c81
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs
new file mode 100644
index 00000000..883990e9
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs
@@ -0,0 +1,121 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+ public class TextConsoleSimulator : MonoBehaviour
+ {
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+ void Awake()
+ {
+ m_TextComponent = gameObject.GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(RevealCharacters(m_TextComponent));
+ //StartCoroutine(RevealWords(m_TextComponent));
+ }
+
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ // Event received when the text object has changed.
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ hasTextChanged = true;
+ }
+
+
+ ///
+ /// Method revealing the text one character at a time.
+ ///
+ ///
+ IEnumerator RevealCharacters(TMP_Text textComponent)
+ {
+ textComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = textComponent.textInfo;
+
+ int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
+ int visibleCount = 0;
+
+ while (true)
+ {
+ if (hasTextChanged)
+ {
+ totalVisibleCharacters = textInfo.characterCount; // Update visible character count.
+ hasTextChanged = false;
+ }
+
+ if (visibleCount > totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ visibleCount = 0;
+ }
+
+ textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ visibleCount += 1;
+
+ yield return null;
+ }
+ }
+
+
+ ///
+ /// Method revealing the text one word at a time.
+ ///
+ ///
+ IEnumerator RevealWords(TMP_Text textComponent)
+ {
+ textComponent.ForceMeshUpdate();
+
+ int totalWordCount = textComponent.textInfo.wordCount;
+ int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object
+ int counter = 0;
+ int currentWord = 0;
+ int visibleCount = 0;
+
+ while (true)
+ {
+ currentWord = counter % (totalWordCount + 1);
+
+ // Get last character index for the current word.
+ if (currentWord == 0) // Display no words.
+ visibleCount = 0;
+ else if (currentWord < totalWordCount) // Display all other words with the exception of the last one.
+ visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1;
+ else if (currentWord == totalWordCount) // Display last word and all remaining characters.
+ visibleCount = totalVisibleCharacters;
+
+ textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
+
+ // Once the last character has been revealed, wait 1.0 second and start over.
+ if (visibleCount >= totalVisibleCharacters)
+ {
+ yield return new WaitForSeconds(1.0f);
+ }
+
+ counter += 1;
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta
new file mode 100644
index 00000000..3d83e76b
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 43bcd35a1c0c40ccb6d472893fe2093f
+timeCreated: 1435298333
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs
new file mode 100644
index 00000000..f961113e
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs
@@ -0,0 +1,223 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class TextMeshProFloatingText : MonoBehaviour
+ {
+ public Font TheFont;
+
+ private GameObject m_floatingText;
+ private TextMeshPro m_textMeshPro;
+ private TextMesh m_textMesh;
+
+ private Transform m_transform;
+ private Transform m_floatingText_Transform;
+ private Transform m_cameraTransform;
+
+ Vector3 lastPOS = Vector3.zero;
+ Quaternion lastRotation = Quaternion.identity;
+
+ public int SpawnType;
+ public bool IsTextObjectScaleStatic;
+
+ //private int m_frame = 0;
+
+ static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame();
+ static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[]
+ {
+ new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f),
+ new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f),
+ new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f),
+ new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f),
+ };
+
+ void Awake()
+ {
+ m_transform = transform;
+ m_floatingText = new GameObject(this.name + " floating text");
+
+ // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
+ //m_floatingText_Transform = m_floatingText.transform;
+ //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ m_cameraTransform = Camera.main.transform;
+ }
+
+ void Start()
+ {
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ m_textMeshPro = m_floatingText.AddComponent();
+ m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
+
+ m_floatingText_Transform = m_floatingText.transform;
+ m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
+ //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;
+
+ m_textMeshPro.alignment = TextAlignmentOptions.Center;
+ m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+ m_textMeshPro.fontSize = 24;
+ //m_textMeshPro.enableExtraPadding = true;
+ //m_textMeshPro.enableShadows = false;
+ m_textMeshPro.enableKerning = false;
+ m_textMeshPro.text = string.Empty;
+ m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
+
+ StartCoroutine(DisplayTextMeshProFloatingText());
+ }
+ else if (SpawnType == 1)
+ {
+ //Debug.Log("Spawning TextMesh Objects.");
+
+ m_floatingText_Transform = m_floatingText.transform;
+ m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
+
+ m_textMesh = m_floatingText.AddComponent();
+ m_textMesh.font = Resources.Load("Fonts/ARIAL");
+ m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material;
+ m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+ m_textMesh.anchor = TextAnchor.LowerCenter;
+ m_textMesh.fontSize = 24;
+
+ StartCoroutine(DisplayTextMeshFloatingText());
+ }
+ else if (SpawnType == 2)
+ {
+
+ }
+
+ }
+
+
+ //void Update()
+ //{
+ // if (SpawnType == 0)
+ // {
+ // m_textMeshPro.SetText("{0}", m_frame);
+ // }
+ // else
+ // {
+ // m_textMesh.text = m_frame.ToString();
+ // }
+ // m_frame = (m_frame + 1) % 1000;
+
+ //}
+
+
+ public IEnumerator DisplayTextMeshProFloatingText()
+ {
+ float CountDuration = 2.0f; // How long is the countdown alive.
+ float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
+ float current_Count = starting_Count;
+
+ Vector3 start_pos = m_floatingText_Transform.position;
+ Color32 start_color = m_textMeshPro.color;
+ float alpha = 255;
+ int int_counter = 0;
+
+
+ float fadeDuration = 3 / starting_Count * CountDuration;
+
+ while (current_Count > 0)
+ {
+ current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
+
+ if (current_Count <= 3)
+ {
+ //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
+ alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
+ }
+
+ int_counter = (int)current_Count;
+ m_textMeshPro.text = int_counter.ToString();
+ //m_textMeshPro.SetText("{0}", (int)current_Count);
+
+ m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
+
+ // Move the floating text upward each update
+ m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
+
+ // Align floating text perpendicular to Camera.
+ if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
+ {
+ lastPOS = m_cameraTransform.position;
+ lastRotation = m_cameraTransform.rotation;
+ m_floatingText_Transform.rotation = lastRotation;
+ Vector3 dir = m_transform.position - lastPOS;
+ m_transform.forward = new Vector3(dir.x, 0, dir.z);
+ }
+
+ yield return k_WaitForEndOfFrame;
+ }
+
+ //Debug.Log("Done Counting down.");
+
+ yield return k_WaitForSecondsRandom[Random.Range(0, 19)];
+
+ m_floatingText_Transform.position = start_pos;
+
+ StartCoroutine(DisplayTextMeshProFloatingText());
+ }
+
+
+ public IEnumerator DisplayTextMeshFloatingText()
+ {
+ float CountDuration = 2.0f; // How long is the countdown alive.
+ float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
+ float current_Count = starting_Count;
+
+ Vector3 start_pos = m_floatingText_Transform.position;
+ Color32 start_color = m_textMesh.color;
+ float alpha = 255;
+ int int_counter = 0;
+
+ float fadeDuration = 3 / starting_Count * CountDuration;
+
+ while (current_Count > 0)
+ {
+ current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
+
+ if (current_Count <= 3)
+ {
+ //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
+ alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
+ }
+
+ int_counter = (int)current_Count;
+ m_textMesh.text = int_counter.ToString();
+ //Debug.Log("Current Count:" + current_Count.ToString("f2"));
+
+ m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
+
+ // Move the floating text upward each update
+ m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
+
+ // Align floating text perpendicular to Camera.
+ if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
+ {
+ lastPOS = m_cameraTransform.position;
+ lastRotation = m_cameraTransform.rotation;
+ m_floatingText_Transform.rotation = lastRotation;
+ Vector3 dir = m_transform.position - lastPOS;
+ m_transform.forward = new Vector3(dir.x, 0, dir.z);
+ }
+
+ yield return k_WaitForEndOfFrame;
+ }
+
+ //Debug.Log("Done Counting down.");
+
+ yield return k_WaitForSecondsRandom[Random.Range(0, 20)];
+
+ m_floatingText_Transform.position = start_pos;
+
+ StartCoroutine(DisplayTextMeshFloatingText());
+ }
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta
new file mode 100644
index 00000000..da60e2f7
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a4d4c76e63944cba8c7d00f56334b98c
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences:
+ - TheFont: {instanceID: 0}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
new file mode 100644
index 00000000..0aa450d6
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
@@ -0,0 +1,79 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class TextMeshSpawner : MonoBehaviour
+ {
+
+ public int SpawnType = 0;
+ public int NumberOfNPC = 12;
+
+ public Font TheFont;
+
+ private TextMeshProFloatingText floatingText_Script;
+
+ void Awake()
+ {
+
+ }
+
+ void Start()
+ {
+
+ for (int i = 0; i < NumberOfNPC; i++)
+ {
+ if (SpawnType == 0)
+ {
+ // TextMesh Pro Implementation
+ //go.transform.localScale = new Vector3(2, 2, 2);
+ GameObject go = new GameObject(); //"NPC " + i);
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
+
+ //go.transform.position = new Vector3(0, 1.01f, 0);
+ //go.renderer.castShadows = false;
+ //go.renderer.receiveShadows = false;
+ //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);
+
+ TextMeshPro textMeshPro = go.AddComponent();
+ //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
+ //textMeshPro.anchor = AnchorPositions.Bottom;
+ textMeshPro.fontSize = 96;
+
+ textMeshPro.text = "!";
+ textMeshPro.color = new Color32(255, 255, 0, 255);
+ //textMeshPro.Text = "!";
+
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 0;
+ }
+ else
+ {
+ // TextMesh Implementation
+ GameObject go = new GameObject(); //"NPC " + i);
+ go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
+
+ //go.transform.position = new Vector3(0, 1.01f, 0);
+
+ TextMesh textMesh = go.AddComponent();
+ textMesh.GetComponent().sharedMaterial = TheFont.material;
+ textMesh.font = TheFont;
+ textMesh.anchor = TextAnchor.LowerCenter;
+ textMesh.fontSize = 96;
+
+ textMesh.color = new Color32(255, 255, 0, 255);
+ textMesh.text = "!";
+
+ // Spawn Floating Text
+ floatingText_Script = go.AddComponent();
+ floatingText_Script.SpawnType = 1;
+ }
+ }
+ }
+
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta
new file mode 100644
index 00000000..dd5a8cbc
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 76c11bbcfddf44e0ba17d6c2751c8d84
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences:
+ - TheFont: {instanceID: 0}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs
new file mode 100644
index 00000000..ac666479
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs
@@ -0,0 +1,84 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexColorCycler : MonoBehaviour
+ {
+
+ private TMP_Text m_TextComponent;
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+ // Force the text object to update right away so we can have geometry to modify right from the start.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+ int currentCharacter = 0;
+
+ Color32[] newVertexColors;
+ Color32 c0 = m_TextComponent.color;
+
+ while (true)
+ {
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex;
+
+ // Get the vertex colors of the mesh used by this text element (character or sprite).
+ newVertexColors = textInfo.meshInfo[materialIndex].colors32;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex;
+
+ // Only change the vertex color if the text element is visible.
+ if (textInfo.characterInfo[currentCharacter].isVisible)
+ {
+ c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
+
+ newVertexColors[vertexIndex + 0] = c0;
+ newVertexColors[vertexIndex + 1] = c0;
+ newVertexColors[vertexIndex + 2] = c0;
+ newVertexColors[vertexIndex + 3] = c0;
+
+ // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer.
+ m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
+
+ // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used.
+ // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary.
+ }
+
+ currentCharacter = (currentCharacter + 1) % characterCount;
+
+ yield return new WaitForSeconds(0.05f);
+ }
+ }
+
+ }
+}
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta
new file mode 100644
index 00000000..7ba50b8e
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 91b8ba3d52e041fab2d0e0f169855539
+timeCreated: 1457047157
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
new file mode 100644
index 00000000..7ed8230c
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
@@ -0,0 +1,175 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexJitter : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+ ///
+ /// Structure to hold pre-computed animation data.
+ ///
+ private struct VertexAnim
+ {
+ public float angleRange;
+ public float angle;
+ public float speed;
+ }
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj == m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+
+ int loopCount = 0;
+ hasTextChanged = true;
+
+ // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
+ VertexAnim[] vertexAnim = new VertexAnim[1024];
+ for (int i = 0; i < 1024; i++)
+ {
+ vertexAnim[i].angleRange = Random.Range(10f, 25f);
+ vertexAnim[i].speed = Random.Range(1f, 3f);
+ }
+
+ // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
+ TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ while (true)
+ {
+ // Get new copy of vertex data if the text has changed.
+ if (hasTextChanged)
+ {
+ // Update the copy of the vertex data for the text object.
+ cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
+
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!charInfo.isVisible)
+ continue;
+
+ // Retrieve the pre-computed animation data for the given character.
+ VertexAnim vertAnim = vertexAnim[i];
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the cached vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
+ // Determine the center point of each character.
+ Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ Vector3 offset = charMidBasline;
+
+ Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
+ destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
+ destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
+ destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
+
+ vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
+ Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
+
+ destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
+ destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
+ destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
+ destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
+
+ destinationVertices[vertexIndex + 0] += offset;
+ destinationVertices[vertexIndex + 1] += offset;
+ destinationVertices[vertexIndex + 2] += offset;
+ destinationVertices[vertexIndex + 3] += offset;
+
+ vertexAnim[i] = vertAnim;
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ loopCount += 1;
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta
new file mode 100644
index 00000000..2ba768cd
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 2ed57967c52645d390a89dcf8f61ba73
+timeCreated: 1461286718
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
new file mode 100644
index 00000000..a4022a58
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
@@ -0,0 +1,161 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexShakeA : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float ScaleMultiplier = 1.0f;
+ public float RotationMultiplier = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj = m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ Vector3[][] copyOfVertices = new Vector3[0][];
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ if (copyOfVertices.Length < textInfo.meshInfo.Length)
+ copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
+
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ int length = textInfo.meshInfo[i].vertices.Length;
+ copyOfVertices[i] = new Vector3[length];
+ }
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ int lineCount = textInfo.lineCount;
+
+ // Iterate through each line of the text.
+ for (int i = 0; i < lineCount; i++)
+ {
+
+ int first = textInfo.lineInfo[i].firstCharacterIndex;
+ int last = textInfo.lineInfo[i].lastCharacterIndex;
+
+ // Determine the center of each line
+ Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
+ Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
+
+ // Iterate through each character of the line.
+ for (int j = first; j <= last; j++)
+ {
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!textInfo.characterInfo[j].isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[j].vertexIndex;
+
+ // Get the vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Need to translate all 4 vertices of each quad to aligned with center of character.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
+
+ // Setup the matrix rotation.
+ matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
+
+ // Apply the matrix TRS to the individual characters relative to the center of the current line.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
+ }
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta
new file mode 100644
index 00000000..25aceb53
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f7cfa58e417a46ea8889989684c2522e
+timeCreated: 1462089320
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
new file mode 100644
index 00000000..fd3b1c4a
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
@@ -0,0 +1,185 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexShakeB : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj = m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ Vector3[][] copyOfVertices = new Vector3[0][];
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ if (copyOfVertices.Length < textInfo.meshInfo.Length)
+ copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
+
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ int length = textInfo.meshInfo[i].vertices.Length;
+ copyOfVertices[i] = new Vector3[length];
+ }
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ int lineCount = textInfo.lineCount;
+
+ // Iterate through each line of the text.
+ for (int i = 0; i < lineCount; i++)
+ {
+
+ int first = textInfo.lineInfo[i].firstCharacterIndex;
+ int last = textInfo.lineInfo[i].lastCharacterIndex;
+
+ // Determine the center of each line
+ Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
+ Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));
+
+ // Iterate through each character of the line.
+ for (int j = first; j <= last; j++)
+ {
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!textInfo.characterInfo[j].isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[j].vertexIndex;
+
+ // Get the vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with center of character.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(0.95f, 1.05f);
+
+ // Setup the matrix for the scale change.
+ matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);
+
+ // Apply the scale change relative to the center of each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
+ copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;
+
+ // Need to translate all 4 vertices of each quad to aligned with the center of the line.
+ // This is needed so the matrix TRS is applied from the center of the line.
+ copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;
+
+ // Setup the matrix rotation.
+ matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);
+
+ // Apply the matrix TRS to the individual characters relative to the center of the current line.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
+ }
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta
new file mode 100644
index 00000000..f1fcf321
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e4e0d9ccee5f4950be8979268c9014e0
+timeCreated: 1462093319
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
new file mode 100644
index 00000000..c4973fb1
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
@@ -0,0 +1,192 @@
+using UnityEngine;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexZoom : MonoBehaviour
+ {
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ // UnSubscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj == m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ ///
+ /// Method to animate vertex colors of a TMP Text object.
+ ///
+ ///
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+ TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
+
+ // Allocations for sorting of the modified scales
+ List modifiedCharScale = new List();
+ List scaleSortingOrder = new List();
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ // Get updated vertex data
+ cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+ // Clear list of character scales
+ modifiedCharScale.Clear();
+ scaleSortingOrder.Clear();
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
+
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!charInfo.isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the cached vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
+ // Determine the center point of each character.
+ Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ Vector3 offset = charMidBasline;
+
+ Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
+ destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
+ destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
+ destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
+
+ //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(1f, 1.5f);
+
+ // Add modified scale and index
+ modifiedCharScale.Add(randomScale);
+ scaleSortingOrder.Add(modifiedCharScale.Count - 1);
+
+ // Setup the matrix for the scale change.
+ //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
+ matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
+
+ destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
+ destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
+ destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
+ destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
+
+ destinationVertices[vertexIndex + 0] += offset;
+ destinationVertices[vertexIndex + 1] += offset;
+ destinationVertices[vertexIndex + 2] += offset;
+ destinationVertices[vertexIndex + 3] += offset;
+
+ // Restore Source UVS which have been modified by the sorting
+ Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
+ Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
+
+ destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
+ destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
+ destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
+ destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
+
+ // Restore Source Vertex Colors
+ Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
+ Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
+
+ destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
+ destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
+ destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
+ destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ //// Sort Quads based modified scale
+ scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
+
+ textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
+
+ // Updated modified vertex attributes
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
+ textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
+
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta
new file mode 100644
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diff --git a/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs
new file mode 100644
index 00000000..18dba4c1
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs
@@ -0,0 +1,144 @@
+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class WarpTextExample : MonoBehaviour
+ {
+
+ private TMP_Text m_TextComponent;
+
+ public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f));
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ void Awake()
+ {
+ m_TextComponent = gameObject.GetComponent();
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(WarpText());
+ }
+
+
+ private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
+ {
+ AnimationCurve newCurve = new AnimationCurve();
+
+ newCurve.keys = curve.keys;
+
+ return newCurve;
+ }
+
+
+ ///
+ /// Method to curve text along a Unity animation curve.
+ ///
+ ///
+ ///
+ IEnumerator WarpText()
+ {
+ VertexCurve.preWrapMode = WrapMode.Clamp;
+ VertexCurve.postWrapMode = WrapMode.Clamp;
+
+ //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
+
+ Vector3[] vertices;
+ Matrix4x4 matrix;
+
+ m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
+ CurveScale *= 10;
+ float old_CurveScale = CurveScale;
+ AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
+
+ while (true)
+ {
+ if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value)
+ {
+ yield return null;
+ continue;
+ }
+
+ old_CurveScale = CurveScale;
+ old_curve = CopyAnimationCurve(VertexCurve);
+
+ m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+ int characterCount = textInfo.characterCount;
+
+
+ if (characterCount == 0) continue;
+
+ //vertices = textInfo.meshInfo[0].vertices;
+ //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
+
+ float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
+ float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
+
+
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ if (!textInfo.characterInfo[i].isVisible)
+ continue;
+
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the index of the mesh used by this character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ vertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Compute the baseline mid point for each character
+ Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
+ //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
+
+ // Apply offset to adjust our pivot point.
+ vertices[vertexIndex + 0] += -offsetToMidBaseline;
+ vertices[vertexIndex + 1] += -offsetToMidBaseline;
+ vertices[vertexIndex + 2] += -offsetToMidBaseline;
+ vertices[vertexIndex + 3] += -offsetToMidBaseline;
+
+ // Compute the angle of rotation for each character based on the animation curve
+ float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
+ float x1 = x0 + 0.0001f;
+ float y0 = VertexCurve.Evaluate(x0) * CurveScale;
+ float y1 = VertexCurve.Evaluate(x1) * CurveScale;
+
+ Vector3 horizontal = new Vector3(1, 0, 0);
+ //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
+ Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
+
+ float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
+ Vector3 cross = Vector3.Cross(horizontal, tangent);
+ float angle = cross.z > 0 ? dot : 360 - dot;
+
+ matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
+
+ vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
+ vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
+ vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
+ vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
+
+ vertices[vertexIndex + 0] += offsetToMidBaseline;
+ vertices[vertexIndex + 1] += offsetToMidBaseline;
+ vertices[vertexIndex + 2] += offsetToMidBaseline;
+ vertices[vertexIndex + 3] += offsetToMidBaseline;
+ }
+
+
+ // Upload the mesh with the revised information
+ m_TextComponent.UpdateVertexData();
+
+ yield return new WaitForSeconds(0.025f);
+ }
+ }
+ }
+}
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new file mode 100644
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@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:e014157602c4e690f54c01f221b15d2c428f8131dce86ce0fc21ba5c6ad9495d
+size 34433
diff --git a/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Radial Quad.psd.meta b/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Radial Quad.psd.meta
new file mode 100644
index 00000000..bc138bc1
--- /dev/null
+++ b/Assets/TextMesh Pro/Examples & Extras/Textures/Wipe Pattern - Radial Quad.psd.meta
@@ -0,0 +1,59 @@
+fileFormatVersion: 2
+guid: 2b5e9ae96c5644d8bae932f8b4ca68a2
+timeCreated: 1464390481
+licenseType: Pro
+TextureImporter:
+ fileIDToRecycleName: {}
+ serializedVersion: 2
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 0
+ linearTexture: 0
+ correctGamma: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: 0.25
+ normalMapFilter: 0
+ isReadable: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 0
+ cubemapConvolution: 0
+ cubemapConvolutionSteps: 7
+ cubemapConvolutionExponent: 1.5
+ seamlessCubemap: 0
+ textureFormat: 1
+ maxTextureSize: 64
+ textureSettings:
+ filterMode: 1
+ aniso: 16
+ mipBias: -1
+ wrapMode: 0
+ nPOTScale: 1
+ lightmap: 0
+ rGBM: 0
+ compressionQuality: 50
+ allowsAlphaSplitting: 0
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: 0.5, y: 0.5}
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spritePixelsToUnits: 100
+ alphaIsTransparency: 0
+ spriteTessellationDetail: -1
+ textureType: 5
+ buildTargetSettings: []
+ spriteSheet:
+ serializedVersion: 2
+ sprites: []
+ outline: []
+ spritePackingTag:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 269f8191..f449a209 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,5 +1,6 @@
{
"dependencies": {
+ "com.unity.adaptiveperformance": "2.2.1",
"com.unity.collab-proxy": "1.7.1",
"com.unity.ide.rider": "2.0.7",
"com.unity.ide.visualstudio": "2.0.11",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 6f39b82e..24ad5bfa 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -1,5 +1,14 @@
{
"dependencies": {
+ "com.unity.adaptiveperformance": {
+ "version": "2.2.1",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.subsystemregistration": "1.1.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.collab-proxy": {
"version": "1.7.1",
"depth": 0,
@@ -48,6 +57,15 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
+ "com.unity.subsystemregistration": {
+ "version": "1.1.0",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.modules.subsystems": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.test-framework": {
"version": "1.1.27",
"depth": 0,
diff --git a/ProjectSettings/AndroidResolverDependencies.xml b/ProjectSettings/AndroidResolverDependencies.xml
new file mode 100644
index 00000000..e58fd768
--- /dev/null
+++ b/ProjectSettings/AndroidResolverDependencies.xml
@@ -0,0 +1,66 @@
+
+
+ com.google.android.gms:play-services-ads:20.2.0
+
+
+ Assets/Plugins/Android/androidx.annotation.annotation-1.1.0.jar
+ Assets/Plugins/Android/androidx.arch.core.core-common-2.0.1.jar
+ Assets/Plugins/Android/androidx.arch.core.core-runtime-2.0.1.aar
+ Assets/Plugins/Android/androidx.asynclayoutinflater.asynclayoutinflater-1.0.0.aar
+ Assets/Plugins/Android/androidx.browser.browser-1.0.0.aar
+ Assets/Plugins/Android/androidx.collection.collection-1.0.0.jar
+ Assets/Plugins/Android/androidx.coordinatorlayout.coordinatorlayout-1.0.0.aar
+ Assets/Plugins/Android/androidx.core.core-1.2.0.aar
+ Assets/Plugins/Android/androidx.cursoradapter.cursoradapter-1.0.0.aar
+ Assets/Plugins/Android/androidx.customview.customview-1.0.0.aar
+ Assets/Plugins/Android/androidx.documentfile.documentfile-1.0.0.aar
+ Assets/Plugins/Android/androidx.drawerlayout.drawerlayout-1.0.0.aar
+ Assets/Plugins/Android/androidx.fragment.fragment-1.0.0.aar
+ Assets/Plugins/Android/androidx.interpolator.interpolator-1.0.0.aar
+ Assets/Plugins/Android/androidx.legacy.legacy-support-core-ui-1.0.0.aar
+ Assets/Plugins/Android/androidx.legacy.legacy-support-core-utils-1.0.0.aar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-common-2.0.0.jar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-livedata-2.0.0.aar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-livedata-core-2.0.0.aar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-runtime-2.0.0.aar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-service-2.0.0.aar
+ Assets/Plugins/Android/androidx.lifecycle.lifecycle-viewmodel-2.0.0.aar
+ Assets/Plugins/Android/androidx.loader.loader-1.0.0.aar
+ Assets/Plugins/Android/androidx.localbroadcastmanager.localbroadcastmanager-1.0.0.aar
+ Assets/Plugins/Android/androidx.print.print-1.0.0.aar
+ Assets/Plugins/Android/androidx.room.room-common-2.1.0.jar
+ Assets/Plugins/Android/androidx.room.room-runtime-2.1.0.aar
+ Assets/Plugins/Android/androidx.slidingpanelayout.slidingpanelayout-1.0.0.aar
+ Assets/Plugins/Android/androidx.sqlite.sqlite-2.0.1.aar
+ Assets/Plugins/Android/androidx.sqlite.sqlite-framework-2.0.1.aar
+ Assets/Plugins/Android/androidx.swiperefreshlayout.swiperefreshlayout-1.0.0.aar
+ Assets/Plugins/Android/androidx.versionedparcelable.versionedparcelable-1.1.0.aar
+ Assets/Plugins/Android/androidx.viewpager.viewpager-1.0.0.aar
+ Assets/Plugins/Android/androidx.work.work-runtime-2.1.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-ads-20.2.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-ads-base-20.2.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-ads-identifier-17.0.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-ads-lite-20.2.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-basement-17.6.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-measurement-base-18.0.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-measurement-sdk-api-18.0.0.aar
+ Assets/Plugins/Android/com.google.android.gms.play-services-tasks-17.0.0.aar
+ Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar
+ Assets/Plugins/Android/com.google.guava.listenablefuture-1.0.jar
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 3a69212d..e8c87e0c 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -11,4 +11,6 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Level 1.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
- m_configObjects: {}
+ m_configObjects:
+ com.unity.adaptiveperformance.loader_settings: {fileID: 11400000, guid: 637cf863a0e12644db881151566fd24a, type: 2}
+ com.unity.adaptiveperformance.simulator.provider_settings: {fileID: 11400000, guid: f8a8ea9a49e90b5488375c1694dc2d66, type: 2}
diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
index c165afb2..084b239d 100644
--- a/ProjectSettings/GraphicsSettings.asset
+++ b/ProjectSettings/GraphicsSettings.asset
@@ -28,7 +28,7 @@ GraphicsSettings:
m_LensFlare:
m_Mode: 1
m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
- m_VideoShadersIncludeMode: 2
+ m_VideoShadersIncludeMode: 1
m_AlwaysIncludedShaders:
- {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
diff --git a/ProjectSettings/GvhProjectSettings.xml b/ProjectSettings/GvhProjectSettings.xml
new file mode 100644
index 00000000..6cdd649f
--- /dev/null
+++ b/ProjectSettings/GvhProjectSettings.xml
@@ -0,0 +1,7 @@
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index ece09950..ac14ac8c 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -40,7 +40,7 @@ PlayerSettings:
width: 1
height: 1
m_SplashScreenLogos: []
- m_VirtualRealitySplashScreen: {fileID: 0}
+ m_VirtualRealitySplashScreen: {fileID: 2800000, guid: 5ecdd4b82f5894344a330a0be13db216, type: 3}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1920
defaultScreenHeight: 1080
@@ -128,7 +128,8 @@ PlayerSettings:
16:9: 1
Others: 1
bundleVersion: 1.0
- preloadedAssets: []
+ preloadedAssets:
+ - {fileID: -6063095974130590706, guid: 637cf863a0e12644db881151566fd24a, type: 2}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1