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Question by StrawberryJellyfish · May 08, 2017 at 11:11 PM · textfonttextmesh

Programatically changing Text Mesh Pro font

Hello everyone. I'm introducing localization into my game, and I;m running into trouble when I try to programatically change the font of a Text Mesh Pro asset when a button is pressed. This is the script:`

     public TMP_FontAsset normalFontTMP, russianFontTMP;

     public void localize () {

     textMeshPro.text = LocalizationText.GetText(key);
     if (LocalizationText.GetLanguage().Equals("RU"))
     {
         Debug.Log("Russian");
         textMeshPro.font = russianFontTMP;
         textMeshPro.fontSharedMaterial = russianFontTMP.material;
     }
     else
     {
         Debug.Log("NOrmal");
         textMeshPro.font = normalFontTMP;
         textMeshPro.fontSharedMaterial = normalFontTMP.material;
     }
 }`

The font or text doesn't update until the Text Mesh Pro's object is disabled and re-enabled. I'm not entirely sure if I'm doing this correctly. Could someone pleas offer some assistance?

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avatar image bgprocks · Aug 24, 2017 at 06:24 AM 0
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I far did you get with this, I am dealing with some localization issues myself, and was wondering how your project turned out?

avatar image StrawberryJellyfish · Aug 24, 2017 at 11:47 AM 0
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@bgprocks I solved the problem - I wasn't meant to be messing with fontShared$$anonymous$$aterial, and there were a few missing references in my buttons. I used this asset

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Answer by noeloskar99 · May 29, 2021 at 09:56 PM

add textMeshPro.UpdateFontAsset(); it's 3 years old so you probably don't care, but someone else may find it usefull

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