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Question by losingisfun · Jan 25, 2017 at 02:47 AM · textspriterenderertextmesh

C# - how do I get the number of lines in a TextMesh

i've found information concerning TextGenerator, but this just seems way too complicated for such a simple thing. I would like to find the exact number of lines on a TextMesh, counting the horizontal overflow. I just want there to be something like: TextMesh.CountLines or something.

I have a GameObject with a TextMesh component and whenever I change the text, I want to then count the lines and change a spriteRenderer to have a speechBubble appropriate in size. Is this easy to do or do i need to go and figure out this TextGenerator thing?

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Answer by EDevJogos · Jan 25, 2017 at 02:53 AM

textMesh.text.Split('\n').Length

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avatar image losingisfun · Jan 25, 2017 at 03:12 AM 0
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That solved the issue, but I just realised i can't put a rect transform on a text$$anonymous$$esh, so it doesn't have wrapping enabled. I was assu$$anonymous$$g it would work like a UI Text. - There isn't by any chance, a way to have a Text $$anonymous$$esh operate like that is there?

avatar image EDevJogos losingisfun · Jan 25, 2017 at 12:54 PM 0
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Not thtat i know of, but you can split the text into words, and then set a limit of how many characters can go into a line, count how many character the words have and based on the limit dived them into the lines.

avatar image mrVentures · May 20, 2020 at 06:44 AM 0
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Doesn't seem to respect the new lines added by text wrapping

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Answer by noboRenelieSalazar · Aug 16, 2021 at 08:34 AM

You can use textInfo.lineCount from your TextMeshPro reference.

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avatar image Hudek · Apr 06 at 11:00 AM 0
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This actually saved my day, especially since GetTextInfo(string text) forces TMP to recalculate it's dimensions (I needed it's size right after setting text)~ thanks ^^

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