using UnityEngine; namespace TMPro.Examples { public class Benchmark04 : MonoBehaviour { public int SpawnType; public int MinPointSize = 12; public int MaxPointSize = 64; public int Steps = 4; private Transform m_Transform; //private TextMeshProFloatingText floatingText_Script; //public Material material; private void Start() { m_Transform = transform; float lineHeight = 0; var orthoSize = Camera.main.orthographicSize = Screen.height / 2; var ratio = (float)Screen.width / Screen.height; for (var i = MinPointSize; i <= MaxPointSize; i += Steps) if (SpawnType == 0) { // TextMesh Pro Implementation var go = new GameObject("Text - " + i + " Pts"); if (lineHeight > orthoSize * 2) return; go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); var textMeshPro = go.AddComponent(); //textMeshPro.fontSharedMaterial = material; //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; //textMeshPro.anchor = AnchorPositions.Left; textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); textMeshPro.enableWordWrapping = false; textMeshPro.extraPadding = true; textMeshPro.isOrthographic = true; textMeshPro.fontSize = i; textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; textMeshPro.color = new Color32(255, 255, 255, 255); lineHeight += i; } // TextMesh Implementation // Causes crashes since atlas needed exceeds 4096 X 4096 /* GameObject go = new GameObject("Arial " + i); //if (lineHeight > orthoSize * 2 * 0.9f) return; go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); TextMesh textMesh = go.AddComponent(); textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; textMesh.renderer.sharedMaterial = textMesh.font.material; textMesh.anchor = TextAnchor.MiddleLeft; textMesh.fontSize = i * 10; textMesh.color = new Color32(255, 255, 255, 255); textMesh.text = i + " pts - Lorem ipsum dolor sit..."; lineHeight += i; */ } } }