![]() For other imported models, this may not be the case. We can use this, and some other Transform properties to position the text along one face. For a default cube, this is in fact the geometric center of the cube. Transforms components essentially act as the object's center so that they have a position around which they rotate and scale. The way we want it to on the face of our cube.īoth of these tasks are fairly easy, but require a little understanding of Unity and how Unity works. We need to adjust the TextMesh's align property so that it aligns.We will need to position this child GameObject such that the text.So adding it as a child GameObject is the correct approach. Simply adding the TextMesh component to the cube is insufficient, as the text mesh has its own way of positioning itself relative to the GameObject's transform position. To bind a GameObject to more than one tutorial step, click the + button next to the Binding Keys property.I think understand this question well enough to answer it and a year old (old questions deserve some love too). If the GameObject contains a Text, TextMesh, or TextMeshPro component, select the AdaptiveText component (otherwise, use an AdaptiveContent component).īind the component to a tutorial and step using the Binding Keys list. In the Inspector window, click Add Component.Ĭlick Analytics in the Add Component menu. Select the GameObject in your scene Hierarchy. Put an AdaptiveText component on any tutorial GameObjects that contain a Text, TextMesh, or TextMeshPro object use an AdaptiveContent component for other GameObjects. Your code as presented will work, provided it is added as a component to a gameobject that also contains a Dropdown component, like so: However, if the script responding to the valueChange event is a component of some other game object, you'll need to provide a reference. Once you have defined your tutorial outline, you can optionally add adaptive components to your tutorial. The Ignore if remote is empty setting applies both at runtime and when you pull data from the service.Īdd AdaptiveText Components to Your Tutorials When unchecked, entering an empty string into the remote field removes the text from the text component. When checked, the Tutorial Manager does not update the associated text component if the remote field contains an empty string. When unchecked (false), the associated text objects are enabled whenever the tutorial step is started by the Tutorial Manager. When checked (true), the associated text objects are only enabled when the Tutorial Manager has decided the default tutorial should be shown (TutorialManager.GetDecision() returns true). Each component must have a minimum of one binding. (Enter the keys for your tutorials and steps on the Tutorial Editor window.)Ĭlick + to add bind the component to an additional tutorial step. ![]() The AdaptiveText component is a subclass of AdaptiveContent.Ī GameObject with an AdaptiveContent component ElementĮach key binds the AdaptiveComponent to a tutorial and step. See Managing your Adaptive Text for information about controlling the text associated with an AdaptiveText component using the Tutorial Manager dashboard. However, only the text associated with the (single) AdaptiveText component can be updated remotely from the Tutorial Manager dashboard. (If you bind multiple AdaptiveText components to a step, the text of all of these components is updated to the value of the same remote text field.) If you need more than one text component for a step, you can use AdaptiveContent components instead. Only bind a single AdaptiveText component to any individual tutorial step. Use the Push and Pull Data buttons on the Tutorial Editor window to keep the text in your Unity project in sync with the text in the dashboard. ![]() At runtime, the value of the remote field takes precedence over the value entered in the Unity Editor. A new Text element should show up in your. ![]() When you push your tutorial configuration to the Tutorial Manager service, the Tutorial Manager creates a remote text field on the Tutorial Manager dashboard for each AdaptiveText component. Using either the GameObject dropdown or right-clicking in the Hierarchy window, select UI > TextMesh Pro - Text. Under Configuration, enter TEXTMESHPRO_PRESENT into the Scripting Define Symbols text box. ![]() Open the Player Settings window (menu: Edit > Project Settings > Player).Ĭlick to open the Other Settings section, if necessary. Important: To use Tutorial Manager with TextMeshPro, you must add the TEXTMESHPRO_PRESENT scripting define symbol: In addition to controlling whether its GameObject is active, the AdaptiveText component also controls the text of a Text, Text Mesh, or Text Mesh Pro component attached to the same GameObject. The AdaptiveText component extends the AdaptiveContent class. ![]()
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