Draw beautiful 3D texts with one line of code. It's like Graphics.DrawMesh
, but for text
- Supports custom fonts
- Supports multiple font sizes
- Super Fast!
- 0 GC alloc once the cache is filled
- Supports outlining, bevel, glow and all other TextMeshPro features
- NEW: Custom pivots
You know those times when you just want to draw a text on the screen for a short duration, or you want to draw multiple similar texts, but you don't want to go through the hassle of creating/updating/removing game objecs and mono behaviours for such a simple purpose?
TextDrawer
is here to solve that!
TextDrawer
uses TextMeshPro as its backend text mesh generator, and manages an internal LRU cache to save the previously created meshes. When you want to draw a 3D text in the current frame, just invoke TextDrawer.DrawText(string text,float fontSize,Color color,Matrix4x4 mat)
.
NOTE: By default, TextDrawer's internal cache holds 400 items at the same time. If you are planning on drawing more than 400 different strings per frame, please increase the cache size through TextDrawer.CacheCapacity
.
- Import the
packages/UnityTextDrawer.unitypackage
to your project - If you already have TextMeshPro, deselect it from the import window
- Add a line of code! (see example below)
- If you want to use custom fonts, just use
TextMeshPro
's Create Font asset feature and pass in the resulting font asset to the draw method
public class TextDrawerTest : MonoBehaviour
{
public int ShowText;
void Update() {
if(ShowText) {
TextDrawer.DrawText("Hello!",12f,Color.white,Matrix4x4.TRS(Vector3.zero,Quaternion.Identity,Vector3.one);
}
}
}