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Text Studio — 3D Changelog

  • Added retained local-space previews for custom, generated, and program-composed contours, including per-loop inspection, representative program inputs, emboss overlays, and collapsible SVG import controls.
  • Added Unity 6.7 lifecycle ownership for geometry, mesh, outline, material, preview, and editor caches while retaining Unity 2022.3 support.
  • Made the optional Input System, Unity Splines, and XR Interaction Toolkit integrations activate automatically when imported, without customer-managed scripting defines.
  • Simplified Physical Letters so every layer of a glyph moves as one body, with clear Release and Reset actions.
  • Expanded optional integration guidance with clearer names, ownership, import states, supported features, setup boundaries, troubleshooting, and acquisition links.
  • Fixed Physical Letters rebuilds so each glyph keeps its existing container, collider, and Rigidbody, while status and action availability refresh immediately after output changes.
  • Fixed Input System spatial controls and examples so they use the included actions and intended scene camera, including in additively loaded scenes.
  • Fixed the 3D inspector so freeze and unfreeze actions refresh its workflow immediately without requiring reselection.
  • Bugfixes
  • Turn Text Studio content into polished extruded 3D lettering with editable depth, bevels, strokes, relief, layered geometry, decorations, backings, and lighting-ready surfaces.
  • Build reusable styles from independent front, edge, body, back, contour, deformation, decoration, material, and placement recipes.
  • Use combined, chunked, per-letter, hybrid, physical-letter, and LOD output modes for static, animated, interactive, and physics-driven text.
  • Preserve Text Studio reveal, color, placement, effects, character substitutions, and per-glyph deformation across the full extruded mesh.
  • Shape lettering with chiseled, engraved, inflated, hollow, trimmed, tapered, twisted, bent, wrapped, swept, and procedurally deformed forms.
  • Create tubes, ornaments, repeated contour details, custom SVG outlines, procedural contour combinations, grouped text backings, named glyph sockets, and spawned glyph prefabs.
  • Arrange text with helix, cylinder, sphere band, tunnel, staircase, Spatial Grid, and curved extrusion paths, including optional Unity Splines authoring.
  • Build world-space interfaces with themed 3D controls, spatial menus, keyboards, navigation, multi-pointer interaction, gaze, haptics, and optional XR Interaction Toolkit support.
  • Apply 3D-native material, geometry, force, and interaction effects through the standard Text Studio workflow, including spatial targets and reduced-motion behavior.
  • Author base and native 3D animation through reusable Composed Effects with shared lifecycle timing, curves, playback, spatial fields, and immediately editable typed parameters.
  • Render across the Built-in, Universal, and High Definition Render Pipelines with bundled Lit and Glass materials, independent material regions, motion vectors, lighting, shadows, and refraction.
  • Preview supported TextMeshPro fonts and prepare custom TrueType or CFF OpenType fonts, fallback faces, and typeface variations for reliable player builds through a guided readiness dashboard.
  • Support compatible shaped multilingual text through the optional UniText integration.
  • Choose automatic or prepared-only runtime geometry for each text object while reusing prepared glyphs across materials, placement, stacking, and other visual presentation changes.
  • Export meshes, build colliders, freeze finished titles as static geometry, and use quality profiles, pooling, prewarming, validation, and runtime statistics for production-scale content.
  • Start with bundled fonts, styles, material sets, bevel profiles, one-click looks, prefabs, galleries, design labs, production showcases, and ready-to-edit samples.