Click or drag to resize

UnityUITextMeshProGlyphHelpertext Property

Text will be parsed for special tags, and the final result will be passed on to the Text Mesh Pro Text component.

Namespace: Rewired.Glyphs.UnityUI
Assembly: Rewired_Glyphs (in Rewired_Glyphs.dll) Version: 0.0.0.0
Syntax
C#
public virtual string text { get; set; }

Property Value

String
Example
Tag Format: Display glyph / text for a controller element bound to an Action for a Player: <rewiredElement [attributes]> Attributes: type="[glyphOrText|gt|glyph|g|text|t]" (optional, default: glyphOrText) playerId=[player_id] (id or name required) playerName="[player_name]" (id or name required) actionId=[action_id] (id or name required) actionId2=[action_id_2] (optional) actionName="[action_name]" (id or name required) actionName2="[action_name_2]" (optional) actionRange="[full|f|positive|pos|p|+|negative|neg|n|-]" (optional, default: full) firstPole="[positive|pos|p|+|negative|neg|n|-]" (optional, default: negative) action2FirstPole="[positive|pos|p|+|negative|neg|n|-]" (optional, default: [value of firstPole]) resultIndex=[result_index] (optional, default: 0) Example: <rewiredElement type="glyphOrText" playerId=5 actionName="MoveHorizontal" actionRange="full"> Display the name of an Action: <rewiredAction [attributes]> Attributes: id=[action_id] (id or name required) name=[action_name] (id or name required) range="[full|f|positive|pos|p|+|negative|neg|n|-]" (optional, default: full) Example: <rewiredAction name="MoveHorizontal" range="positive"> Display the name of a Player: <rewiredPlayer [attributes]> Attributes: id=[action_id] (id or name required) name=[action_name] (id or name required) Example: <rewiredPlayer id=0>
See Also