Unity rich text not working

The text for UI elements and text meshes can incorporate multiple font styles and sizes. The Debug. Log function can also use these markup tags to enhance error reports from code. The tags are not displayed but indicate style changes to be applied to the text. The basic idea is that a section of text can be enclosed inside a pair of matching tags The text inside the tag denotes its name which in this case is just b. The tags are not displayed to the user directly but are interpreted as instructions for styling the text they enclose.

A marked up section of text including the tags that enclose it is referred to as an element. Note the ordering of the ending tags, which is in reverse to that of the starting tags. The reason for this is perhaps clearer when you consider that the inner tags need not span the whole text of the outermost element. Some tags have a simple all-or-nothing effect on the text but others might allow for variations.

For example, the color tag needs to know which color to apply. Information like this is added to tags by the use of parameters This is only useful for text meshes and renders a section of text with a material specified by the parameter. This is only useful for text meshes and renders an image inline with the text. It takes parameters that specify the material to use for the image, the image height in pixels, and a further four that denote a rectangular area of the image to display.

The rectangular area of image starts at given by the x, y, width and height values, which are all given as a fraction of the unscaled width and height of the texture.

rich text issue

The richText property should be set to true and the style passed to the GUI function in question Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.

Legacy Documentation: Version 5. Language: English. Unity Manual. Unity User Manual 5. Auto Layout. UI Reference. Other Versions Cannot access other versions offline! Leave feedback Is something described here not working as you expect it to? Publication: 5.

Built: Sets the size of the text according to the parameter value, given in pixels. Although this tag is available for Debug.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I have an UI Text summing up all actions in the game and I managed to get colors whether the name is ours, is in our team or is in the ennemy team.

To try it out, I build a game and launch another from Unity, but the Rich Text doesn't seem to work properly here and I don't know why :.

Sorry for the bad editing but as you can see the text is colored but Unity doesn't show it.

Resolving issues with rich text tags when using custom fonts in Unity

The fact is that when I disable rich text from the CheckBox see what happens :. Edit : Without editing anything when launching the game again it works I don't know why honestly, look :.

SCORE & UI - How to make a Video Game in Unity (E07)

Learn more. Rich text not working on inspector but works on built game Ask Question. Asked 2 years, 6 months ago. Active 2 years, 6 months ago. Viewed times. The fact is that when I disable rich text from the CheckBox see what happens : I would be glad if you knew what is going on, thanks in advance Edit : Without editing anything when launching the game again it works I don't know why honestly, look :.

Yooooomi Yooooomi 3 3 silver badges 16 16 bronze badges. Please copy and post the text in your question too. That's weird.

unity rich text not working

It works on my side. Post the whole Text component screenshot. I can only see half of it now. I want to compare the settings with mine. Well it works now, right? Active Oldest Votes. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.

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Eventually a case arises where rich text would be useful to emphasize some text in your game. I just led the bad guy straight to the thing I was trying to protect. Unity does support this. But sometimes it can get hairy.

A problem arises due to how Unity recognizes font families. This can result in bold tags and italics tags yielding unexpected results. We want something like this. In this example I am using the font Roboto. It should be easy. The text which is supposed to be bold gets completely messed up. It does not even look like the same font. Somewhere along the way the connection to the Roboto font family was never made by the special versions of the font.

When I first bumped into this problem in Unity 5. It looked hopeless, so I switched back to Arial and called it a day. Then I ran into it again in This time I actually got it to behave properly.

Here are my findings. I think this might be where most of the issues come from. Every time I added a font to my Unity project, used it, then added the font variant files to the project, rich text would break.

It also seems that this problem is less likely to occur when the fonts are actually installed in Windows. Often it is easier just to drag the font file s straight from your downloads folder to the Unity project. For the most part this works too. As long as Unity has the font file it can render it. But I have had varied success using this method with rich text. Additionally, when the font is properly installed, I have been able to get away with only adding one version of the font to the project.

Problem with UI Panel Color

Even taking into account the above two points, I have still encountered issues with different orders of operations. So here is what I have found to be successful even if the project is already messed up. Delete all versions of the font from your project, and change anything that used it to use some other font. Close Unity. Reopen Unity, save the project, then close it again.

Next, install all versions of the font. For what we are doing, regular, bold, italic, and bold italic are enough To do this navigate to where you downloaded the font files, double or right click on each one and click install. You will want to add all versions of the font to your project at once.

Double clicking on it should open a folder showing all the members of that font family that you have installed.The text for UI elements and text meshes can incorporate multiple font styles and sizes.

The Debug. Log function can also use these markup tags to enhance error reports from code. The tags are not displayed but indicate style changes to be applied to the text. The basic idea is that a section of text can be enclosed inside a pair of matching tags You place the opening tag at the beginning of the section.

The text inside the tag denotes its name which in this case is just b.

You place another tag at the end of the section. This is the closing tag. Every opening tag must have a corresponding closing tag. If you don't close an opening tag, it is rendered as regular text. The tags are not displayed to the user directly but are interpreted as instructions for styling the text they enclose. The b tag used in the example above applies boldface to the word "not", so the text appears ons creen as A marked up section of text including the tags that enclose it is referred to as an element.

It is possible to apply more than one style to a section of text by "nesting" one element inside another. Note the ordering of the closing tags, which is in reverse to that of the opening tags. The reason for this is perhaps clearer when you consider that the inner tags need not span the whole text of the outermost element. Some tags have a simple all-or-nothing effect on the text but others might allow for variations. For example, the color tag needs to know which color to apply.

Information like this is added to tags by the use of parameters Note that the ending tag doesn't include the parameter value. Optionally, the value can be surrounded by quotation marks but this isn't required. The richText property should be set to true and the style passed to the GUI function in question:. Sets the size of the text according to the parameter value, given in pixels.

How can I Include string variables in Rich Text?

Although this tag is available for Debug. Log, you will find that the line spacing in the window bar and Console looks strange if the size is set too large. Sets the color of the text according to the parameter value. The color can be specified in the traditional HTML format. You can specify hexadecimal values in uppercase or lowercase; FF is equivalent to ff Another option is to use the name of the color.

This is easier to understand but naturally, the range of colors is limited and full opacity is always assumed.

This is only useful for text meshes and renders a section of text with a material specified by the parameter. The value is an index into the text mesh's array of materials as shown by the inspector.

unity rich text not working

This is only useful for text meshes and renders an image inline with the text. It takes parameters that specify the material to use for the image, the image height in pixels, and a further four that denote a rectangular area of the image to display. Unlike the other tags, quad does not surround a piece of text and so there is no ending tag - the slash character is placed at the end of the initial tag to indicate that it is "self-closing".

This selects the material at position in the renderer's material array and sets the height of the image to 20 pixels. The rectangular area of image starts at given by the x, y, width and height values, which are all given as a fraction of the unscaled width and height of the texture.More info See in Glossary elements and text meshes can incorporate multiple font styles and sizes. The Debug. Log function can also use these markup tags to enhance error reports from code.

The tags are not displayed but indicate style changes to be applied to the text. The basic idea is that a section of text can be enclosed inside a pair of matching tags The text inside the tag denotes its name which in this case is just b. The tags are not displayed to the user directly but are interpreted as instructions for styling the text they enclose.

A marked up section of text including the tags that enclose it is referred to as an element. Note the ordering of the ending tags, which is in reverse to that of the starting tags. The reason for this is perhaps clearer when you consider that the inner tags need not span the whole text of the outermost element.

Some tags have a simple all-or-nothing effect on the text but others might allow for variations. For example, the color tag needs to know which color to apply.

Information like this is added to tags by the use of parameters This is only useful for text meshes and renders a section of text with a material specified by the parameter. The value is an index into the text mesh The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes.

Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary. This is only useful for text meshes and renders an image inline with the text. It takes parameters that specify the material to use for the image, the image height in pixels The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossaryand a further four that denote a rectangular area of the image to display. The rectangular area of image starts at given by the x, y, width and height values, which are all given as a fraction of the unscaled width and height of the texture.

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unity rich text not working

If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:.I wanted to color code the NPCs dialogue in my game and when i have it write out something like:. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments.

Display the same string in multiple text boxes 1 Answer. Selecting a part of string in input field 1 Answer. Ui text to string?

Login Create account. Ask a question. Add comment. Ok as it turns out this wasn't as bad as i thought it was going to be. Substring 0, textBox. I created a simple library for this issue. With the library you can get substring of rich text using simple function. Your answer. Hint: You can notify a user about this post by typing username.

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unity rich text not working

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Joined: Mar 27, Posts: I have a Text Game Object and I've tried passing a string containing HTML in it to change the color of part of the string but it's not working it just displays the code. The documentations says that you use the HTMl tags which I am. GetChild 0. TroyDavisSep 12, Joined: Nov 24, Posts: 2, It's broken, but I'm pretty sure they're aware and hopefully include it in beta 19 which I guess won't be until at least late next week.

You've got to take four steps back before you can take a giant leap, right? Hey don't get me wrong I'm loving the New UI system. So much so I get anxious to write more code just to see what else I can come up with.

TroyDavisSep 13, Joined: Aug 17, Posts: Some of it works, like italics. Text is kind of a work-in-progress right now.