Text Studio — 3D Changelog
[1.0.1] - 2026-07-30
Section titled “[1.0.1] - 2026-07-30”- Added a live, proportionally accurate contour preview to generated backing assets, including local-axis guides and visible frame cutouts.
- Added direct contour tube profile authoring with live point dragging, editable starting shapes, snapping, normalization, mirroring, exact coordinates, and responsive diagnostics.
- Added one-click scene samples for reusable 3D styles, with a live style link, automatic selection, and Scene view framing. The action appears only when no loaded scene text already uses the style.
- Added project and hierarchy themes with one-click inherited font changes across complete menus, controls, titles, and gameplay feedback while keeping each base Text Studio font authoritative.
- Added coordinated Draft, Balanced, High, and Hero mesh-detail presets plus independent texture mapping for front, bevel, side, back, trim, relief, and decoration surfaces.
- Added polished progress bars, dropdowns, complete menu flow, tactile control feedback, Damage/Heal/Status/Combo/Score gameplay feedback, and optional depth-stack, rotary, and radial selections.
- Added ready-to-use Progress Bar, Dropdown, Spatial Menu, and gameplay-feedback prefabs.
- Added complete spatial-menu/theme and gameplay-feedback/HUD showcase scenes with inspectable setup, global font switching, reset actions, and real product output.
- Added production Spatial UI prefabs and materials to the base package, including a complete spatial keyboard and a runtime-safe prefab library for path-independent instantiation.
- Added independent multi-pointer interaction, capture and cancellation policies, typed source and pose context, semantic interaction events, pressure-aware tactile feedback, and generic haptic routing.
- Added directional spatial navigation with explicit link overrides, menu transitions, gaze dwell progress, reposition handles, focused input ownership, caret/selection editing, password and numeric input policies, and structured option items with stable IDs and metadata.
- Added native XR Interaction Toolkit support for ray, Near-Far, direct, poke, gaze, continuous drag, cancellation, interaction strength, handedness, and haptics, with one-click hierarchy setup and no manual event wiring.
Changed
Section titled “Changed”- Replaced the fixed Default, Heading, Control, and Feedback style slots with an extendable list of named theme styles. Themes keep one simple default and can optionally map control text and gameplay feedback automatically.
- Unified temporary 3D text with Text Studio’s generic emitter, presentation presets, number formatting, aggregation, stacking, follow, dismissal, events, and Unity-backed pooling. Projects use the same workflow for flat and extruded gameplay feedback.
- Consolidated applicable internal object reuse on Unity’s built-in pooling while keeping interactive control pooling separate from temporary text ownership.
- Reorganized the component inspector around the everyday 3D style and mesh-detail workflows, with technical geometry, mapping, output, and diagnostics disclosed only when needed.
- Expanded world-space UI interaction states so focus, selection, hover, press, disabled, and error feedback remain independently visible and can combine without losing meaning.
- Added World Space Canvas and Screen Space Camera support with guided conversion for unsupported Screen Space Overlay content.
- Refined the world-space UI sample with distinct toggle, slider, list, input, and selector affordances, clearer interaction states, and individually explained shared layout modes.
- Reworked the spatial-menu showcase as a connected command deck with a mixed-control mission console, stable depth layers, a physical rotary drum and snap arrow, and a radial command compass.
- Reduced customer-package clutter by moving internal render-pipeline qualification scenes into developer-only tools.
- Clarified that Physics Drop prepares Rigidbody and collider letters for Play Mode, while Gravity Drop provides the falling preview in Edit Mode.
- Reorganized runtime scripting into focused authoring, build, glyph, and force capabilities.
- Consolidated built-in style access into one canonical preset catalog.
- Replaced raw font and module pipeline storage access with read-only views, controlled writers, and explicit snapshots.
- Removed editor and renderer implementation details from normal scripting discovery.
- Fixed rebuilt per-letter text swapping active letter objects or losing entries in long text, preserving stable references and complete output.
- Fixed inherited font changes hiding all extruded labels when the selected font required prepared 3D data, and made Reset All restore a starter menu that was closed.
- Fixed Depth Stack selections scrolling the complete list vertically instead of moving only the selected layer toward the viewer, and added front-readable lateral and scale perspective cues.
- Fixed the gameplay feedback showcase allowing an indefinite burst to accumulate, presenting static sample values as if they were live damage, placing utility actions outside their panel, and showing an almost empty progress fill when its label reached 100%.
- Fixed the gameplay target remaining red for every feedback type. The sentinel now starts neutral, reacts with the matching damage, critical, healing, status, combo, or score color, and updates its live armor meter from emitted values.
- Fixed valid tucked bevel profiles, including Bullnose, being repeatedly told to normalize despite already using normalized authoring bounds.
- Fixed material changes that merge several visible surface regions causing 3D lettering to disappear with an index-buffer error.
- Fixed glyph prefab spawners raising a Unity callback error when modules were assigned or validated in the Inspector.
- Fixed live-preview restarts occasionally leaving individual 3D letters invisible after the typewriter animation had completed.
- Fixed force and physics resets leaving dropped letters away from their authored text positions.
- Fixed the force containment settings hiding their own enable control when containment was off.
- Fixed the Inspector’s Radial Blast using the object’s world position as a local blast origin. It now bursts outward from the center of the current text, including on translated objects.
- Fixed the 3D Lab sample losing all lettering in Play Mode, placing the Shape arc over its controls, and rendering its text almost black through distant Scene View cameras.
Initial release of Text Studio — 3D.
Highlights
Section titled “Highlights”- Turn Text Studio content into polished extruded 3D lettering with bevels, depth, strokes, layered materials, and premium lighting-ready surfaces.
- Use combined, chunked, per-letter, hybrid, and physical-letter output for quality, interaction, and performance needs.
- Keep Text Studio reveal, effects, color, placement, and four-corner deformation across the full extruded glyph mesh.
- Choose practical quality and performance profiles with automatic detail selection, stable topology reuse, and runtime statistics.
- Bake custom fonts transactionally so cancellation or generation errors leave the existing font asset untouched.
- Export generated meshes and build colliders when persistent or interactive geometry is required.
- Start with bundled fonts, styles, bevel profiles, materials, gallery entries, and showcase scenes that render immediately.
- Author through focused inspectors that keep everyday controls compact and disclose expert geometry, force, interaction, and diagnostics only when needed.
- Keep bevels clean around tight inner and outer letter details without triangular spikes extending beyond the glyph.
- Render closed, crack-free chiseled, engraved, inflated, trimmed, tapered, twisted, and curved-path lettering across demanding letter shapes.
- Keep foil-style F stems, inflated O counters, and sharp X crossings closed and clean from oblique views without recessed inflate centers, long curved lighting bands, jagged proud ridges, or razor-like cuts through engraved valleys.
- Keep stone textures continuous across chiseled ridges and base transitions without stretched horizontal streaks.
- Preserve correct lighting while text bends, animates, tapers, twists, bulges, or deforms from its corners.
- Reduce distant geometry without retaining collapsed triangles, unused vertices, or broken texture seams.
- Validate demanding counter-bearing, acute, thin, layered, outlined, material, and UV cases through an expanded release matrix and refreshed real-render documentation.
- Ship consolidated third-party attribution alongside the component license files for a complete package handoff.
Included in this release
Section titled “Included in this release”- Bundled Lit and Glass materials now render with native Universal and High Definition lighting across supported Unity versions while preserving their Built-in Render Pipeline appearance.
- High Definition Lit materials now support both forward and deferred rendering, including native lights, shadows, probes, baked lighting, and emissive output.
- High Definition Glass now uses native scene refraction when the camera enables it, while retaining its existing reflection, thickness, edge polish, and self-refraction fallback.
- Setup Status now explains when a used Glass material needs Universal Opaque Texture or an HDRP camera Refraction setting.
- Deforming text now selects its previous geometry stream consistently in Built-in, Universal, and High Definition motion-vector passes.
- Added a premium Unity Splines extrusion design lab that showcases curved depth, banking, controlled roll, and tapered sweeps through three editable specimens.
- Spline extrusion sweeps now preserve their renderer-local direction and banking across differently rotated or non-uniformly scaled spline and text objects.
- Added bounded complete-host pooling for frequently reused 3D labels, retaining warmed geometry between uses while supporting prewarming, text replacement, and local placement.
- Reduced the one-time memory cost of the reusable 3D geometry workspace while preserving automatic growth for detailed lettering and allocation-stable reuse after warmup.
- End-of-text typing and deletion now reuse unchanged detailed letters, and warm deletions retain the existing combined mesh even when the text uses several materials and tangent-based shading.
- 3D effects and shared animation channels now restore reliably in Fast Enter Play Mode, while bundled materials, material sets, shaders, and default font data receive player-build validation.
- Inflated lettering now forms smooth rounded crowns without chiseled center ridges, and Foil Balloon has matching front and back inflation around a narrow crimped seam for a balanced profile from every angle.
- UniText World text can now become animated extruded 3D lettering while preserving its shaped glyphs, ligatures, bidirectional layout, fallback fonts, and text decorations when standard TTF or OTF outline data is available.
- Parallel and repeated Fast Enter Play Mode UniText rebuilds now keep every shaped glyph available to extruded output, including scenes with several mixed-script text objects rebuilding together.
- UniText font-size and automatic layout changes now rebuild extruded geometry immediately at the new scale.
- UniText typography controls now update extruded lettering, including bold, italic, case changes, small caps, tracking, underline, strikethrough, and solid glyph colors.
- Added a separate UniText 3D sample integration package with an inspectable mixed-script extrusion scene and package-owned materials.
- Improved animation responsiveness for dense combined 3D text when several effects update most of a detailed mesh.
- Added seven ready-to-use, commercially usable OFL font families with matching dynamic font assets and player-ready 3D outline data, plus an inspectable Type Foundry showroom with genuine Chinese 3D lettering generated from the complete bundled ZCOOL source.
- Added Strict Freeze for explicitly capturing the exact visible 3D title as persistent static geometry. Frozen titles do no Text Studio generation at startup, can be restored for editing with Unfreeze, automatically remove generated data after the last frozen copy is restored, and are validated before player builds remove their retained authoring components.
- Scramble and other live character substitutions now replace the visible extruded letter shapes in 3D while preserving the original text layout.
- Custom contour repeats now work with standard nested model prefabs, including models whose visible mesh is stored on a child object, while preserving shared source vertices to reduce generated mesh size and rebuild cost.
- World-space TextMeshPro inspectors now offer an Add Text Studio 3D choice that preserves the existing text and creates extruded output immediately.
- Switching 3D text back to Raw now renders the authored tags literally while keeping the 3D lettering visible without Text Studio effects or repeated rebuilds during Scene-view navigation, including native TextMeshPro tags and interactive inline output.
- Native TextMeshPro formatting no longer shifts later animated letters or leaves their extruded underline and strikethrough decorations outside the authored range.
- 3D text now renders underline and strikethrough as real extruded geometry without turning spaces into visible characters, while Small Caps, Upper Case, and Lower Case use the correct letters, scale, and spacing selected by TextMesh Pro.
- Extruded text now preserves TextMeshPro colors and corner gradients, including continuous color across underlined spaces, and matches flat text motion and force strength at every text size.
- The 3D Gallery now preserves its cards, previews, filters, and scroll position when the selection changes, and newly created examples are selected and framed in the Scene view.
- Fixed Unity 2022.3 compatibility while preserving shaped glyph substitutions on Unity 6.
- Fixed the Capability Stories camera framing, restored all of its authored 3D lettering, made its physical letters drop continuously after each reset, and prevented Play Mode transition errors while generated renderer children are released.
- Gallery cards now use larger Retina-ready renders with smoother edges, tighter framing, and more dimensional studio lighting across every built-in style and 3D effect.
- Installing 3D now automatically unlocks 3D Composed Effect authoring choices and catalog entries throughout Text Studio without extra setup.
- Added a focused 3D gallery where built-in styles can be applied directly to selected 3D text or created as new objects, while native effects can be created as editable examples or copied as markup.
- Composed Effects authored for 3D now offer extrusion, material, geometry, and spatial choices through the shared searchable layer browser and preview them on real bevelled 3D lettering.
- Fixed fitted word, line, and whole-text backings so they stack behind preceding letter layers without front-face flickering or hiding the lettering.
- Added an inspectable production showcase organized around eight complete workflows: layered style authoring, environment signage, fitted logo backings, curved and deformed depth, generated decorations, coordinated materials, physical letters, and frequently updated runtime text.
- Reorganized 3D component, style, and prepared-font inspectors around persistent foldouts. Every settings group now remains visible and easy to find without switching inspector detail modes.
- Prevented delayed named-socket inspector refreshes from reading scene objects after those objects have been destroyed or their inspector has detached.
- Added production-ready world-space 3D controls for buttons, toggles, sliders, lists, text input, and selectors, with pointer and keyboard/controller navigation, accessible names, event wiring, reusable prefabs and pools, validation feedback, and linear, grid, circular, spline, and volume layouts. Optional Input System and XR packages stay separate from the base installation.
- Runtime interaction code can now address visible letters and consecutive letter ranges without relying on generated mesh-entry numbers. Raycasts, sockets, tints, and per-letter materials share stable letter-and-layer identities, while lifecycle notifications report rebuilds, clearing, enablement, disablement, and destruction for reliable pooled UI and attachment workflows.
- Custom 3D extensions can now declare whether they modify contours, relief, sweeps, deformation, decorations, final meshes, or lifecycle state, together with cache, threading, bounds, channel, and topology requirements. Allocation-free glyph/entry views and reusable typed scratch buffers make warmed extension passes practical without temporary array churn.
- 3D text now always follows the font selected in Text Studio. Removed the separate 3D font override from the component inspector; when a custom font needs embedded player-build outlines, Setup Status offers a one-click preparation action for that same font.
- Trim materials now remain visible on narrow branching letters such as R and Y when a front bevel is also enabled.
- Made recoverable 3D style warnings explain that the generated text remains safe and added an Undo-aware one-click repair for invalid corner settings on components and shared styles.
- Added an always-current authoring readiness summary and a searchable 3D lettering glossary with plain-language geometry guidance.
- Added live side-by-side geometry-style comparison with quick previous/next preset browsing, comparable current-material previews, plain-language geometry-effort statistics, and direct apply, plus create-from-current, duplicate, and detach style workflows.
- Added a dockable, object-bound live preview window that stays connected across script reloads and visible while layers and materials are edited. It opens from a compact collapsed inspector section and does no preview work while closed. Orbit, pan, zoom, camera shortcuts, studio lighting, wireframe, and diagnostic overlays remain available, while geometry and cache measurements now live in Runtime Statistics. Compact control labels keep values, checkboxes, and full-width slider tracks close to the settings they belong to.
- Added a searchable, category-filtered browser for coordinated beginner material sets, with live front, side, trim, and detail material previews before applying a look.
- Added a dedicated browser for all 80 editable built-in styles with large rendered previews, search, visual-family and geometry-capability filters, persistent favorites, and recent styles.
- Expanded the editable style library to 80 distinct recipes, adding production-ready soft and slab basics, dimensional print stacks, architectural profiles, carved and inflated treatments, shaped-depth lettering, glass and chrome finishes, broadcast graphics, and raised riveted metal.
- Motion-vector vertex data now uses Unity’s valid skinned-mesh stream layout, eliminating editor errors while retaining every lighting, mapping, generated-mask, and temporal channel.
- Animated 3D text now supplies deformation-aware motion vectors for temporal anti-aliasing, motion blur, and other temporal rendering effects in the bundled Lit and Glass shader paths.
- Reduced-detail meshes now preserve lighting, tint, mapping, generated-mask, and temporal data while removing collapsed triangles, including independently styled decorations and custom regions.
- Custom geometry extensions can now add named semantic material regions that keep independent materials, effect targeting, mesh-output support, compaction, and raycast identity.
- Added per-layer Generated, Planar Glyph, Planar Whole Text, Side Distance, Depth, Object/World Triplanar, and Cylindrical texture mapping with scale, rotation, offset, anchor, and consistent physical-scale controls.
- Object and World Triplanar mapping now renders consistently in bundled Lit and Glass materials across Built-in, Universal, and High Definition render-pipeline shader paths.
- Expanded the bundled Lit material with Universal forward, deferred, shadow, depth, depth-normal, and light-baking passes plus High Definition forward, depth, shadow, and light-baking coverage.
- Static mesh baking can now generate packed lightmap UVs without overwriting animated material, surface-mask, or triplanar data, and offers the choice directly in the bake workflow.
- Generated edge, cavity, front-face, depth, and selectable semantic-region tints now work in the bundled Lit and Glass materials across every mesh output and remain available after mesh baking.
- Added inspectable Built-in, Universal, and High Definition pipeline validation scenes plus a player-compatible Lit-and-Glass render test for repeatable pipeline qualification.
- Added a translucent acrylic preset alongside the existing frosted glass, matte, paint, metal, stone, neon, and emissive looks. Bundled materials now support instanced rendering, and named emissive presets contribute correctly to baked lighting.
- Added reusable material-set assets plus ten one-click beginner looks that coordinate front, bevel, side, inner, back, trim, and decoration surfaces without changing texture mapping.
- Front relief, front bevels, body sides, inner walls, back bevels, back faces, trim, and decorations can now use independent materials while unassigned surfaces inherit the established face, side, or trim look.
- Combined, chunked, hybrid, and LOD text now merges surfaces that share a material into fewer render passes while preserving independent surface effects, material-only updates, and raycasts.
- Vertex tints and fades now preserve exact opaque and authored alpha values across every mesh output, with bundled Lit materials using dithered coverage and Glass using smooth transparency.
- Contour tubes and repeated ornaments now use their own selectable material region across effects, raycasts, per-letter materials, LODs, and baked meshes, while physical collision remains based on the letter body.
- Added truthful Neon Tube, Stitched, and Marquee Bulbs presets backed by real swept and repeated geometry instead of material-only approximations.
- Added Neon Chase, Chrome Sweep, Hologram Scan, Facet Pulse, Glass Reveal, and Depth Wave effects that compose through the normal Text Studio effect workflow.
- Added Contour Bloom and Bevel Pulse as clearly labeled Rebuild effects with adjustable, deterministic refresh rate and value stepping for polished topology animation without uncontrolled per-frame regeneration.
- Added real rendered Text Gallery cards for all eight 3D-native effects, with searchable use-case terms and one-click editable 3D examples.
- Added animated emission, metallic, smoothness, dissolve, and extrusion-depth channels with front, back, side, edge, and inner-side targeting across bundled Lit and Glass materials.
- Added Hover Lift, Cursor Repel, Magnet Pull, Impact Ripple, Blast and Return, and Gravity Exit interactions with tuned defaults and reduced-motion support.
- 3D interactions now reuse the base Text Studio Spatial Effect Target when their local Target is empty, so fields and interactions can follow one moving object without duplicate setup.
- Added renderer-aware 3D preview views, Draft and Full quality, Compare presentation, and actionable geometry, output, material, and lighting feedback.
- Added lit perspective 3D preview export for MP4 and GIF, using the same lifecycle snapshot and real Text Studio 3D renderer as the live result.
- Added stable Center, Front, Back, Top, Bottom, and contour-fraction glyph sockets with reusable names, offsets, rotations, animated poses, and support across every mesh output mode.
- Repeated contour geometry and named sockets can now face away from the surface, follow the contour, radiate outward, or use a custom rotation.
- Physical-letter rebuilds no longer ask kinematic bodies to accept unsupported velocity changes.
- Added deterministic dashes, stitches, bulbs, marquee lights, rivets, rails, beads, spikes, gems, bolts, and readable prefab-mesh repeats with physical spacing, counter support, front/back placement, editable size, and bounded per-contour geometry.
- Contour repeats can now use exact counts or density as well as physical spacing, shift by phase, target or avoid sharp corners, prevent overlaps, and add repeatable seeded position, scale, and rotation variation.
- Added polished Helix, Cylinder, Sphere Band, Tunnel, Staircase, and Spatial Grid placements with six ready-to-use cinematic and graphic presets.
- Added path-following and inward, outward, or original-orientation choices for spatial text while keeping placement inside the normal Text Studio workflow.
- Combined, chunked, hybrid, and LOD text now preserve composed-effect skew, custom pivots, UV motion, vertex color, and partial fades across the full extruded mesh.
- Renderer compatibility now follows the selected mesh output, clearly distinguishing complete mesh animation from transform-only letter-object and physics modes.
- Added true closed contour tubes with round or reusable custom cross-sections, front/back placement, optional counter loops, editable surface clearance, and bounded physical-distance detail.
- Added stable physical-distance contour sampling with outer/hole identity and reusable tangent and outward-normal frames for tubes, repeats, ornaments, and sockets.
- Added material-addressable trim, groove, bead, and lip decorations with editable width, height, and profile detail that remain sealed around concave letters and counters.
- Bevel Profile assets now provide draggable points and tangent handles, snapping, curve-to-ring conversion, normalize, reverse, mirror, smoothing, sampled-ring previews, and live shape warnings.
- Custom contour assets can now import filled SVG paths with predictable sizing, axis conversion, centering, curve detail, transformed shapes, compound holes, and repeatable geometry identity.
- Added connected word, line, and whole-text outline recipes that bridge neighboring letters into one tunable background silhouette without requiring a custom mesh.
- Generated text backings can now keep a plain face, cut the live text through the backing, or raise it as embossed 3D lettering with an editable depth.
- Word, line, and whole-text layer scopes now generate one grouped 3D object per selected semantic group, including dynamically fitted text backings and consistent multi-layer stacking.
- Added dynamic text-bounds contour sources that fit any canonical backing around the incoming contour with editable padding and cache-safe shape settings.
- Added reusable rounded rectangle, pill, plate, shield, badge, banner, and frame backing shapes with editable bounds, curves, frame width, live validation, and contour-program composition.
- Added reusable custom contour and ordered contour-program assets that can replace or compose a layer’s glyph outline through transformed booleans and clipping, with live validation and refresh.
- Added deterministic contour union, subtraction, intersection, and rectangular clipping for reusable custom-outline and procedural-geometry workflows.
- Added opt-in validation and repair for imported or procedural contours, covering malformed or open loops, incorrect winding, self-intersections, and holes outside their intended shape.
- Reorganized layer authoring into explicit contour, front, edge, body, back, deformation, decoration, surface, and placement recipes while preserving existing serialized assets.
- Made animated deformation reuse existing combined and chunked geometry with zero managed allocations after warmup, including correct whole-text bounds across chunk boundaries.
- Added Undo-aware scene handles for reusable and component-local depth sweeps, custom deformer bounds, generated backing bounds and corners, Bevel Profile points and tangents, and named-socket offsets and rotations. Shared assets show their active consumer context, and expensive path and deformation drags restore full preview quality automatically.
- Added ordered continuous Bend, Arc, Shear, Pinch, Flare, Spherize, Cylindrical Wrap, Wave, Noise, and Twist deformation with glyph, word, line, text, object, and world coordinate spaces, bounded falloff, correct lighting, and a focused reusable Deformer Stack inspector.
- Added closed depth sweeps, spline-knot banking, authored roll and cross-section scale, and path-distance material mapping for stable directional textures around curved lettering.
- Added optional Unity Splines depth-sweep authoring with automatic knot and transform refresh, cache-safe immutable snapshots, clear readiness feedback, and no mandatory Splines dependency.
- Added polished quadratic sweep authoring with editable starting shapes, top and side previews, and live path length, sample, and revision feedback.
- Clarified text placement paths and glyph-depth extrusion sweeps as independent authoring controls, with both systems composing without placement-only topology rebuilds.
- Added reusable, revisioned extrusion-path assets with deterministic cache invalidation, including a built-in quadratic path and an extensible custom asset contract.
- Native TextMeshPro character rotation now carries through to generated 3D lettering.
- Live Preview now keeps generated 3D effect motion continuous during a non-repeating Active phase, freezes it completely when paused, and restarts it predictably for repeated cycles.
- Reused unchanged chunks during append, truncation, and partial text replacement while rebuilding only chunks whose characters, layers, or source geometry changed.
- Prevented a delayed TextMeshPro layout snapshot from substituting an old character outline into newly changed 3D text.
- Rebuilt the 3D inspectors and Font Baker with polished responsive sections, contextual guidance, safer actions, live diagnostics, and the shared neutral Text Studio inspector styling.
- Replaced raw geometry-layer arrays with compact visual layer cards, unnumbered metadata headers, direct Name editing, hover-only reorder and trash controls, quieter footer duplication, and focused disclosure for geometry, placement, outlines, and materials.
- Bevel profile presets now apply immediately as explicit starting-point actions without implying a saved preset selection, and routine inspector guidance uses lightweight inline copy instead of legacy information boxes.
- Font Baker target selection now keeps asset creation beside the Font3D field as a compact inline control.
- Removed repeated card titles when the same native property heading already introduces the section, and tightened the remaining card spacing.
- Restored the sculpted depth of chiseled, engraved, and inflated lettering, including Foil Balloon.
- Restored Foil Balloon, Gummy Bear, Inflated Candy, and Pillow Puff to the gallery with real generated previews now that their promised inflated faces are fully implemented.
- Made front-face shaping independent from body paths, so chiseled and inflated faces can combine with bevels, trim, taper, twist, bulge, and curved depth sweeps.
- Added independent chiseled, engraved, or inflated shaping for the back face without changing the front face, bevels, body, or material regions.
- Added explicit Closed or Open boundary controls for each cap, including intentional open bevel rims with inactive relief guidance.
- Added independent Automatic or Regular mesh-detail controls for each closed cap, providing deformation-friendly surface topology without breaking established bevel seams.
- Added solid or hollow body fill per layer, with independent wall thickness and inner-corner shaping that composes with counters, bevels, depth shaping, and curved path sweeps.
- Added an optional Inner Walls material for counter and hollow-shell interiors while preserving existing material assignments when it is unassigned.
- Reduced repeated geometry-build memory by reusing a bounded set of cleared topology and tessellation buffers across text renderers.
- Added bounded glyph prewarming, shared-cache occupancy and clearing, local outline-cache clearing, deferred build requests with pre-dispatch cancellation, and topology-safe glyph handles for runtime streaming and interaction code.
- Added a 64 MiB mesh-payload ceiling and lifetime hit, miss, insertion, replacement, and eviction diagnostics to the shared glyph cache, with an independent statistics reset.
- Bounded renderer-local font and outline retention under fallback-heavy multilingual text, with separate entry clearing and lifetime diagnostics that do not force fonts to be reparsed.
- Added deterministic Static Quality, Realtime, Massive Text, Interactive, and Physical workload profiles. They select appropriate mesh ownership, animation processing, chunk size, and automatic detail behavior without rewriting authored geometry or materials.
- Reused per-letter and physical-letter object, renderer, collider, and rigidbody containers across repeated rebuilds, with bounded inactive retention and complete release when output mode changes.
- Added non-destructive runtime overrides for visibility, depth, tint, material, and quality. Visual changes update combined, chunked, per-letter, physical-letter, and LOD output without replacing topology, while clearing the overrides restores the authored style.
- Fixed renderer teardown after hiding generated 3D output so deleting a text object cannot attempt to reactivate a child that is already being destroyed.
- Fixed cracks around letter counters when only the outer bevel is enabled, and hardened normals for very small valid triangles produced by combined stroke, relief, twist, and bulge recipes.
- Added on-demand generated-geometry validation to the runtime statistics inspector, covering mesh buffers, boundaries, manifoldness, normals, tangents, material regions, and unused vertices without recurring overhead or Console noise.
- Fixed foil-style vertical stems so refined face geometry stays sealed to the bevel rim without cracks or T-junctions.
- Added per-layer targeting for all letters, a visible-letter range, or a Unicode character set, with optional inversion and automatic depth stacking for only the selected letters.
- Added per-layer Glyph, Word, Line, and Whole Text scope. A selected letter can now apply the complete layer recipe to its semantic word, line, or text group without changing the authored selection or merging separate letter silhouettes.
- Made every built-in style available as a complete inspectable recipe with fresh editable layers, category information, and customer-facing guidance.
- Audited the full built-in style gallery for truthful output, replacing names and descriptions that implied a tube, mirror finish, generated serif, ribbon backing, discrete stitching, or other geometry the current recipe did not create.
- Fixed valid solid, unbeveled, and unexpanded styles being rejected because settings belonging only to inactive hollow-shell, bevel, or expansion features were validated as if they were active.
- Matched 3D outlines to the exact glyph and fallback font selected by TextMeshPro, including supplementary Unicode characters, instead of truncating text to a primary-font character.
- Added 3D outline generation and baking for CFF-based OpenType fonts, alongside existing TrueType support.
- Fixed the sizing and placement bounds of accented and multilingual letters built from compound TrueType outlines.
- The Font Baker now identifies source formats before baking, records the source and default variable-font instance, and clearly explains unsupported CFF2 or color-only sources without changing the existing font asset.
- Added layer-header visibility and temporary Solo controls so individual 3D style layers can be tested without deleting or rewriting the stack.
- Simplified layer placement to clear Stack and Overlay choices while keeping multiple outline bands aligned at one depth automatically.
- Fixed gaps, spikes, and stepped faces on curved letters such as S and C while keeping layered and straight-edged letters watertight.
- Kept the Realtime Showcase’s neon shadow while preventing its dark outline from covering curved letter faces during kinetic motion.
- Removed internal stress-testing and performance-measurement utilities from customer delivery while preserving the Realtime Showcase’s camera-timed motion, typing, impact, and collision demonstrations.
- Made advanced geometry modules understandable and usable from the 3D inspector with direct module creation, a compact Module Inputs creation action, clearer built-in module guidance, and a focused inspectable sample.
- Kept every layer of a generated glyph together when layout modules transform layered text, and made glyph prefab spawning create one pooled instance per rendered glyph.
- Glyph prefab spawners now preview directly in Edit Mode, keep grouped and multilayer entries to one instance per glyph even when their entries are not adjacent, and enforce a hard 256-instance pool limit with cleanup when the authored limit is lowered.
- Added inline Module Inputs value editing and automatic live rebuilding of every loaded 3D text object that references a changed module or input asset, in Edit Mode and Play Mode previews.
- Added validated compiled style snapshots with clear inspector diagnostics and deterministic fingerprints for runtime authoring tools.
- Made material-only style edits update combined, chunked, LOD, per-letter, and physical output without rebuilding their geometry.
- Made curve quality, automatic smoothing, and robust triangulation settings on reusable styles affect the generated result consistently.
- Replaced dense or box-shaped physical-letter collision fallbacks with lightweight convex proxies derived from each glyph outline.
- Improved planar bevel and chamfer UV continuity and restored the intended width of the Tri Stroke blue band.