Text Studio — 3D Changelog
[1.3.0] - 2026-10-20
Section titled “[1.3.0] - 2026-10-20”- Added solid 3D rendering for shaped mathematical symbols and font-based rules, including connected assemblies, runtime preparation, detail levels and mesh export. Earlier prepared geometry must be prepared again.
- Added the editable Folio Math in 3D example with Atelier Brass, Gilded Porcelain and Arctic Rune looks, editable notation and depth, responsive framing and Undo support.
- Added image-based lettering with prepared bitmap glyphs and shaped-image stickers. The new inspector shows image readiness and exact source identity, while material regions and Freeze textures remain independently controlled.
- Prepared Only validation can use exact images from configured inactive sources and reports when font outlines or activation are still required. Prepared bitmap glyph sources are easier to find in Add Component.
- Added an editable custom-shader inspector for render pipeline passes, imported shader details and compatibility limits. Custom shaders can use a validated public interface and optional packed upload on supported devices and materials; Float remains the default. Shader contracts keep their established Add Component placement.
- Expanded the Shape and Depth, Contour Decorations, Glyph Attachments and Animated Materials lessons with editable controls and inspectable sources, and added Image Lettering with depth and authored Writing controls. The Custom Shader lesson includes a refreshed prepared library and Chrome Sweep pause and resume controls; Shape and Depth retains mouse and keyboard input.
- Added eleven spatial Reveal, Hold and Exit examples to the 3D gallery, with previews for each phase and matching online gallery filters.
- Improved bevels, sharp corners, counter shapes and trim walls for narrow outlines, rounded offsets, hollow shells and emoji. Corrected Badge bounds and prepared geometry regeneration keep older cached shapes from retaining the defects.
- Reduced geometry preparation work by reusing eligible straight extrusions across depth changes, while retaining baked geometry where needed.
- Unified perimeter, automatic and authored stroke behavior with more reliable font matching and placement. Existing styles, inactive stroke values and legacy marquee layouts retain their authored appearance.
- Added automatic stroke and geometry quality controls with explicit pixel and normal error limits. Older quality settings recover consistently, including across mixed selections and different editor language settings.
- Surface queries and pinned glyph attachments now follow current bends, deformation and physical-letter poses across combined, chunked and hybrid output, with clearer diagnostics when a surface or its material changes.
- The inspector better preserves active edits, mixed selections and Undo while stroke, quality and output status refresh. Existing contour-tube limits retain their saved behavior, and prepared-library edits remain undoable.
- Choosing Chisel, Inflate or Hollow now starts with visible relief or wall thickness when none was set, while preserving existing authored values.
- Fixed errors when reverting 3D text prefab instances or deleting generated geometry. Text recreates its output on the next refresh.
- Fixed Prepare Runtime Fonts on Windows in projects without a Text Studio 3D settings asset: it now creates the missing
Assets/Text Studio/Resources/TextStudiofolders instead of failing with “Parent directory must exist before creating asset”. - Improved font readiness and Prepared Only guidance for text integrations. Font changes no longer report a mismatch when the new font supplies its own outlines, while missing outlines still receive a clear diagnostic.
- Text integrations now preserve source tint and opacity, including recovery from fully transparent text, and can detect when asynchronously shaped 3D geometry is ready.
- Per-letter material changes appear immediately, saved prepared libraries remain usable without unnecessary delays, and interrupted preparation retains the last valid visible output.
- Reduced repeated work in animated meshes and prepared effects when glyph data or only the effect time changes. Living Flame and Frost Growth reuse their cellular searches while preserving flame halo, coverage and detail.
- High-precision prepared effect textures now retain their data accuracy during playback.
- Writing and Glass Interior support shader model 3.5 texture paths. URP Writing and Surface Reveal work on devices that use textures instead of structured buffers, and WebGL Writing avoids integer vertex-input errors.
- Fixed unsupported deferred shader compilation in GLES3 builds and mobile player-build checks for shaders that use mobile fallbacks without Text Studio passes.
- Expanded single-pass instanced stereo support for Lit and Glass in the Built-in and High Definition Render Pipelines, and fixed Lit and Glass shader compilation in HDRP.
- Improved HDRP preview lighting, reflections and exposure, including Glass interiors and custom surfaces, so gallery, inspector and export previews retain their intended look.
- Improved cleanup of previews and visual effects across Unity 6.7 lifecycle transitions, with consistent occlusion controls and more reliable VFX sample stylesheet importing.
- Expanded the API reference for geometry, attachment sampling, rendering, placement, build lifecycles and spatial controls.
[1.2.0] - 2026-10-05
Section titled “[1.2.0] - 2026-10-05”-
Updated reusable VFX and Folio material sample controllers to accept shared UI panel hosts and reload versions while retaining their screen-space composition and UIDocument sample scenes.
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Prepared inactive 3D text without activating it: runtime preparation, the inspector’s Prepare this text, readiness checks, the preparation panel and Prepared only build validation evaluate hidden text as it renders once activated (temporary generator, serialized module stack, theme resolved for an active hierarchy, authored markup and its appearance tags) and publish geometry whose keys match the activated renderer. Hidden text that uses a custom text backend, a theme font TMP does not use yet or path-swept layers reports that it must be activated first; frozen text is skipped.
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Improved glyph cap triangulation and chisel relief normals: every cap now uses a constrained Delaunay triangulation instead of ear clipping or LibTess, avoiding long sliver triangles under relief, cap refinement and deformation and building inflated caps faster, and chisel faces take their normals from the exact distance gradient instead of four distance samples per vertex. Glyph geometry prepared with earlier versions regenerates.
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Added and refined Snow Accumulation, Moss Growth, Living Flame, Ice Glaze, Ash Deposit, Rust Bloom and Rain-Wet Surface, with surface-following coatings, dimensional snow and moss, camera-facing flame layers and coordinated lighting. Fixed partial snow growth and improved flame and dissolve grading.
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Added a 3D Render Studio with exact source text, studio lighting, transparent and solid export, still and animated output, panning, detailed zoom, stronger camera travel and a constant-speed orbit. Preview supersampling now matches export quality.
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Added shared Writing presentation for Surface Reveal, Raised Ribbon and Volumetric Tube, with pressure-aware paths, correct surface placement and consistent Typewriter timing across output modes.
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Reworked all examples and created new ones.
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Expanded editable 3D surface styles, game-title looks and complete Designs with clearer material separation, refined bevels, reusable profiles and prepared display fonts. Fixed style application with alternate prepared fonts.
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Improved Electric Arc and Plasma Tether playback performance while preserving the same paths and visual results.
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Reduced work in glyph generation, deformation, mesh building, uploads, material masks and retained surface-effect preparation without changing geometry or appearance. Typed reveals reuse unchanged meshes, and animated text avoids needless rebuilding after style changes.
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Fixed spikes and slivers along the bounds of bent, twisted and inflated text in static builds and live deformation.
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Extended runtime growth-progress control to Moss Growth, Rust Bloom and Rain-Wet Surface, and made retained growth effects update without repeating geometry preparation.
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Fixed Living Flame turning into thin streaks or disappearing when other instanced renderers are present in URP and HDRP scenes.
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Fixed Spatial UI list markers and row dividers for expanded lists, preserved inline labels when a theme has no label style, and added precise row positioning for tutorials, focus hints and scripted pointers.
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Added Unity Profiler detail for glyph generation, mesh building, Writing, retained effects, geometry uploads and Snow Accumulation, making preparation and rendering costs easier to diagnose.
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Simplified 3D style authoring around Inline and Style with asset and theme bindings, clear catalog style labels, a shared style browser, Catalog and Custom choices, named markup styles and reliable saving, copying and Undo. Geometry Layers use saved Mute and Solo choices.
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Expanded native material and geometry effects including Material Morph, Molten Flow, Sparkle Field, Liquid Ripple, Impact Wave, Edge Melt, Exploded Assembly, Frost Growth and Volume Dissolve, with surface targeting and motion-accessibility support.
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Separated the former Rune Trace treatment into Contour Trace and Runic Inlay, and refined those effects, Electric Arc and Plasma Tether with clearer independent controls, synchronized contour animation, stable endpoints and improved lighting.
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Improved structural-corner decorations and Marquee bulbs with even spacing around rounded letters, stable stroke rows and cleaner corner joins, keeping thin contours, junctions and repeat rows readable without duplicate lamps. Previously prepared geometry must be prepared again to use the corrected layouts.
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Improved glyph caps, bevels, counter materials, inflated and engraved relief, layered surfaces and normals, fixing spikes, gaps and unstable style generation. Added engraving-depth guidance and interactive, keyboard-accessible extrusion-path previews. New 3D text starts with Balanced mesh detail and fixed quality.
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Stabilized Bullnose, Cove and Ovolo bevel rounding so saved styles and newly generated presets use matching profiles when script compilation mode changes.
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Improved curved and sphere-band placement, facing, source spacing and multi-line alignment, fixing mirrored or backwards lettering and preserving independently editable spatial presets.
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Replaced earlier lifecycle-spawn and outgoing-letter authoring with shared Text Studio Reactions, preserving rendered geometry, materials, sockets, tint and captured physical motion across output structures. Added reusable spark, flash, shard and counter profiles. Prefab and detached outgoing-letter responses run in Play Mode.
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Improved Physical Letters ownership, pooling, pose and velocity preservation, reset behavior and scene assignment, and removed the superseded renderer-local force and outgoing-letter workflows.
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Expanded Spatial UI with native layouts, menu transitions, control accents, text editing and virtual keyboards. Improved pointer focus, disabled navigation, Input System editing and XR interaction.
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Fixed default world-space UI mouse, keyboard navigation and text editing for projects using only the new Input System, without requiring the optional adapter integration.
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Improved Strict Freeze eligibility and state feedback without disturbing live output, and restored flat source text reliably when settled 3D output is disabled or removed. Strict Freeze explains when live Writing or GPU-driven effects prevent a static snapshot. Saving a frozen snapshot no longer saves unrelated asset edits.
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Reduced append, build, teardown and effect-preparation work, added cancellable background geometry preparation and improved reusable LOD geometry, shared output resources, profiling and memory controls.
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Improved Lit and Glass shading, surface response, motion vectors, shader compilation and prepared effect playback across supported render pipelines, with clear fallback when exact native execution is unavailable. Added clear coat, anisotropy and iridescence on their supported pipeline paths.
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Integrated fonts and geometry with shared Runtime Preparation, improving source-font matching, fallback guidance and build preparation. Update Text Studio and Text Studio 3D together for the shared geometry changes.
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Expanded optional Visual Effect Graph companions and profiles with synchronized native anchors, surface and electric effects, safer pause and capture behavior, culling and visibility controls.
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Improved optional UniText shaping and material examples, spline extrusion, Input System and XR examples, with responsive controls, direct inspection of their native assets and local integration and sample-update verification.
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Reorganized learning and production scenes into direct numbered tracks and editable comparison recipes, with warmer neutral stages, clearer lettering, physical-letter workshops and improved live feedback demonstrations. Fixed sample captions that could remain in their saved positions after opening scenes or changing view sizes.
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Improved inspectors, style and contour previews, Render Studio layouts, source-safe editing and Play Mode cleanup, and refreshed gallery previews on a shared studio stage. New objects start in Live authoring preview.
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Expanded the manual and shipped AI guidance for 3D typography, styles, paths, Spatial UI, preparation, export, effects and optimization.
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Expanded runtime extension controls for module inputs, native glyph sockets, effect timing, retained-output capture and custom renderers.
[1.1.0] - 2026-08-26
Section titled “[1.1.0] - 2026-08-26”- 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.
[1.0.2] - 2026-08-07
Section titled “[1.0.2] - 2026-08-07”- Bugfixes
[1.0.1] - 2026-08-05
Section titled “[1.0.1] - 2026-08-05”Initial release
Section titled “Initial release”- 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.