#why do you need TextMeshProUGUI? TMP_
1 messages · Page 1 of 1 (latest)
If I'm reading correctly TextMeshProUGUI adds additional features to handle click events and mouse events. Such as the IPointerClickHandler. I believe this is all things that this adds to the base class of TMP_Text. So if I got rid of it I would have to write extra code for handling mouse input and keyboard input like spacebar.
At least that's what I'm understanding in the API. I could be wrong on this.
It also has Canvas Integration so it works with things like the HorizontalLayoutGroup, ContentSizeFitter, etc where as TMP_Text doesn't...
Is there any real reason not to use it over TMP_Text for a 2D UI?
I'm not trying to be argumentative, just trying to understand the best I can! Your input is appreciated.
TMP_Text is the parent type to TextMeshPro and TextMeshProUGUI.
You are incorrect. TMP_Text is a superset of TextMeshProUGUI not a subset
TextMeshPro is used for non-UI rendering.
Unless you need to configure something that is unique to TextMeshProUGUI , you can use TMP_Text to refer to both component types.
Right, and all my text is handled on the canvas, so I can use both TMP_Text and TextMeshProUGUI. And yes TMP_Text is the parent class, which is why TextMeshProUGUI adds functionality to it, not the other way around.
So I should be safe to use TMP_Text for plenty, but for certain things such as canvas integration and click events I need to use TextMeshProUGUI.
Does that sum it up?
TMP_Text is not a component type. You can't attach it to something.
TextMeshPro and TextMeshProUGUI are the two kinds of components.
Ah
It doesn't matter how you refer to these components in your code.
It clicked. Thank you.