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Troubleshooting and Reference

Nothing appears

Read Setup Status first. Confirm the base Text Studio component exists, the active text backend has a font with usable TTF or OTF outlines, at least one layer is enabled, the front face is closed when a visible cap is expected, and the current render pipeline has valid materials.

Geometry looks wrong

Use Live Preview diagnostics for material regions, normals, contour direction, bounds, wireframe, and sockets. Temporarily disable depth sweep, deformers, contour programs, and decorations until the responsible stage is clear.

Animation is expensive

Begin with the Realtime or Massive Text profile. Prefer combined or chunked output. Lower rebuild-heavy Contour Bloom and Bevel Pulse frequency before reducing ordinary transform effects. Use Runtime Statistics only while diagnosing.

Asset and window reference

Customer-facing assets include 3D Themes, Project Theme Settings, Control Themes, 3D Styles, technical Font3D data, Bevel Profiles, extrusion paths, contour assets, generated contours, contour programs, tube profiles, Material Sets, spatial placements, Layout Transform modules, Deformer Stacks, Glyph Prefab Spawners, Outgoing Glyph Motion, and Module Inputs.

Customer-facing windows include 3D Gallery, Style Browser, Style Compare, Material Set Browser, Live 3D Preview, 3D Authoring Glossary, and Build Preparation. Build Readiness in the main inspector connects the selected object directly to the preparation workflow.

Support

Include the Unity version, render pipeline, Text Studio and Text Studio 3D versions, active backend and font, style or layer asset, performance profile, a screenshot of Setup Status, and a minimal scene when requesting support.

Essential scripting API

TextStudio3DText is the primary runtime facade. Use property setters for normal configuration, ApplyPreset or ApplyPerformanceProfile for a starting point, RebuildGeometry after in-place asset edits, and ScheduleGeometryBuild when several topology edits should coalesce. Unity object and mesh operations are main-thread work.

using TextStudio.ThreeD;

void ConfigureSign(TextStudio3DText sign)
{
sign.ApplyPreset(BuiltInExtrudeStyles.Preset.Bevelled);
sign.ApplyPerformanceProfile(TextStudio3DPerformanceProfile.Realtime);
sign.AutomaticLOD = true;
sign.RebuildGeometry();
}

Prewarm and pool

PrewarmGlyphs warms reusable geometry without changing the visible mesh and reports whether the current configuration is renderer-specific. TextStudioEmitter owns complete temporary 3D hosts, prewarms registered presets, and returns each host only after its normal Hide lifecycle. Use TextStudio3DControlPool only for repeating interactive control prefabs.

emitter.Prewarm();
TextStudioEmissionHandle hit =
emitter.EmitValue(damagePreset, amount, target);
// Optional runtime update or manual dismissal:
hit.SetValue(updatedAmount);
hit.Dismiss();

Runtime overrides and topology

Visibility, tint, compatible material changes, and supported visual channels can update without rebuilding topology. Changes to text, outline source, contours, bevels, body, sweep, decorations, grouped geometry, or topology modules require a build. ScheduleGeometryBuild returns one coalesced request whose state can be queried or canceled before dispatch.

Glyph handles, ranges, raycasts, and materials

TryGetGlyphHandle resolves by visible Text Studio glyph identity and optionally authored layer. A handle becomes stale after topology changes. Use current handles or TextStudio3DGlyphRange for tint, material, and socket commands. EnsureMeshCollider after topology changes before RaycastGlyph.

renderer.EnsureMeshCollider();
if (renderer.RaycastGlyph(ray, 50f, out TextStudio3DGlyphHandle handle,
out MaterialRegion region, out RaycastHit hit))
{
renderer.SetGlyphColorTint(handle, new Color32(255, 180, 40, 255));
}

SetGlyphMaterial works on Per Letter and Physical outputs because those modes own independent renderers. Region-targeted overloads can address Front Face, bevels, sides, back, trim, or Decorations. For Combined output use color tint or material-channel effects unless the complete mesh material assignment is being changed.

Physical Letters and sockets

ReleasePhysicalLetters and ResetPhysicalLetters act only on explicitly selected Physical Letters output. TryGetPhysicalBody resolves one logical Rigidbody per visible glyph. Named sockets provide stable attachment points without exposing generated hierarchy details.

Authoring assets and extension points

Supported authoring contracts include Font3D, Extrude3DStyle, TextStudio3DLayer and its nine specifications, BevelProfile, contour assets and programs, tube profiles, Material Sets, extrusion path assets, module interfaces, style compilation, and explicit geometry validation. Internal generators, caches, renderer bookkeeping, pooled chunks, and the embedded polygon library are not customer APIs.

Inspector and asset reference

  • TextStudio3DText inspector: Setup Status, 3D Style, Mesh Detail, Live 3D Preview, Depth Extrusion Sweep, Mesh Output, Performance, Physical Letters, Glyph Sockets, 3D Modules, Runtime Statistics, Build Readiness, and Static Output.
  • 3D Style and Layer inspector: nine specifications, layer ordering, selection, scope, Stack or Overlay, and validation.
  • Style Compare: isolated current and candidate viewports, Prev or Next and dropdown navigation, Keep Materials, effort summary, and explicit Apply.
  • Material Set and surface mapping: semantic regions, render-pipeline material families, and coordinate projection.
  • Spatial Placement, spatial fields, and Extrusion Path assets: glyph baseline, per-glyph effect strength, and front-to-back sweep as distinct systems.
  • Font Source, Font3D, Build Readiness, and Build Preparation: authoritative typography, technical outlines, exact coverage, runtime policy, and reusable geometry.
  • 3D Modules: ordered Layout Transform, Deformer Stack, Glyph Prefab Spawner, Outgoing Glyph Motion, Module Inputs, and custom extension metadata.
  • Spatial UI: Panel, Spatial Menu, controls, Spatial Keyboard, Reposition Handle, themes, navigation, layouts, option presentation, pools, and optional input adapters.
  • Gallery, browsers, Live 3D Preview, 3D Authoring Glossary, Examples, and DeepSignal: customer authoring, learning, diagnostics, and production reference.

Inspector or surface

Controls and ownership

Primary manual coverage

TextStudio3DText main inspector

Setup, style, geometry, output, quality, Physical Letters, 3D Modules, statistics, Build Readiness, actions, and static output.

First 3D result; geometry model; animation; modules; build preparation; output

Extrude3DStyle

Shared layer stack, local detachment, order, Stack or Overlay, selection, Solo, and reset.

Geometry model; Build a Style Layer by Layer

TextStudio3DMaterialSet

Assignments for the nine semantic regions without changing geometry or mapping.

Design Materials and Surfaces

BevelProfile

Profile graph, anchors, tangents, samples, smoothing, snapping, mirroring, and handles.

Bevel Profiles and Bevel Profile Assets

QuadraticBezierExtrusionPathAsset

Start, control, end, sampling, banking, roll, taper, and closed state.

Placement Versus Extrusion Sweep

SplineExtrusionPathProvider

Container, curve index, seed up, banking, roll, scale, samples, refresh, and snapshot.

Unity Splines Extrusion; 3D Integrations

TextStudio3DContourAsset

Validated custom vector loops and contour identity.

Choose a Contour Source; SVG Import

TextStudio3DGeneratedContourAsset

Rounded rectangle, pill, plate, shield, badge, banner, and frame generation.

Generated Contours

TextStudio3DContourProgram

Input source plus ordered union, subtraction, intersection, and clipping operations.

Build a Contour Program

TextStudio3DContourTubeProfile

Reusable validated closed section for contour tubes.

Contour Tubes

Inspector coverage, part 2 of 5

Inspector or surface

Controls and ownership

Primary manual coverage

TextStudio3DSpatialPlacement

Helix, cylinder, sphere band, tunnel, staircase, spatial grid, orientation, and presets.

Arrange Text in Space

Physical Letters

One logical Rigidbody per visible glyph, child layer meshes and colliders, explicit release and reset, and scripting body access.

Animate 3D Text and Use Physical Letters

Font3D

Hidden technical outline identity, coverage, fallbacks, and generated runtime data matching the authoritative Text Object or explicit Theme font.

Prepare Fonts, Glyphs, and Builds

Build Preparation

Generate if missing or Prepared only policy, Selected text or Project coverage, shaped-glyph readiness, font data, and reusable geometry.

Prepare Fonts, Glyphs, and Builds

Layout Transform Module

Curve-weighted position, rotation, and scale after base placement, in Per Glyph or Whole Text scope, with optional Float input.

Use 3D Modules

Deformer Module

Ordered topology-preserving Bend, Arc, Shear, Pinch, Flare, Spherize, Wrap, Wave, Noise, and Twist with spaces, bounds, and falloff.

Use 3D Modules

Glyph Prefab Spawner

Pooled prefab per rendered glyph, lifecycle trigger, semantic or named socket, Trigger Pose or Follow Glyph, delay, lifetime, and bounds.

Use 3D Modules

Module Inputs

Case-insensitive named values with exact Float, Integer, Boolean, String, Color, Vector, Curve, Gradient, or Object types.

Use 3D Modules

3D Gallery and Style Compare

Search, compare, apply, duplicate, detach, and validate real style recipes.

Learn From the Shipped Samples; 80-Style Gallery

Material Set Browser

Browse reusable looks and inspect region assignments before applying.

Material Sets; Learn From the Shipped Samples

Outgoing Glyph Motion

Bounded Batched or Rigidbody motion for retained glyphs during Overlap Handoff, with one motion driver per host.

Use 3D Modules

Inspector coverage, part 3 of 5

Inspector or surface

Controls and ownership

Primary manual coverage

Freeze and Frozen Snapshot

Persistent static output, ownership, validation, unfreeze consequences, and player stripping.

Freeze a Finished Title

Runtime Statistics

Glyph, entry, vertex, triangle, mesh, renderer, material, cache, and rebuild state.

Runtime Statistics

Glyph Sockets

Center, front, back, top, bottom, and contour-fraction attachment poses.

Named Glyph Sockets

Module3DBase

Typed roles, stages, priority, channels, cache and geometry impact, bounds, lifecycle, outgoing participation, and material-region registration.

Use 3D Modules; Developer Reference

Mesh export

Output ownership, real generated mesh, materials, pipeline family, and validation.

Strict Freeze; Output and Performance

TextStudio3DButton

Click behavior plus Normal, Hover, Focused, Pressed, Selected, Disabled, Error, validation, and accessibility states.

Build Spatial Interfaces

TextStudio3DToggle

Boolean value, state visuals, callbacks, and navigation.

Buttons, Toggles, Sliders, Lists, and Selectors

TextStudio3DSlider

Range, value, step, visual fill, callbacks, and pointer or navigation input.

Buttons, Toggles, Sliders, Lists, and Selectors

TextStudio3DList

Items, selection, navigation, events, and pooled presentation.

Buttons, Toggles, Sliders, Lists, and Selectors

TextStudio3DInputField

Value, placeholder, length, validation, focus, caret, and optional keyboard path.

Input Field

Inspector coverage, part 4 of 5

Inspector or surface

Controls and ownership

Primary manual coverage

TextStudio3DSelector

Option value, previous or next input, display, and change events.

Build Spatial Interfaces

TextStudio3DPointerRaycaster

Camera, layers, distance, hover, press, selection, and world-space ray input.

Build Spatial Interfaces

TextStudio3DNavigationGroup

Ordered focus traversal and independent selected value.

Build Spatial Interfaces

TextStudio3DControlLayout

Linear, grid, circular, spline, or volume placement with shared spacing and orientation.

Build Spatial Interfaces

TextStudio3DControlTheme

Shared label, surface, depth, scale, and interaction-state treatment.

Build Spatial Interfaces

TextStudio3DControlPool

Bounded prefab reuse with restored value, validation, focus, events, and framing.

Build Spatial Interfaces

TextStudioEmitter

Shared temporary host emission with profiles, values, stacking, following, prewarming, lifecycle events, and bounded pooling.

Prewarming and Bounded Caches

3D Authoring Glossary

Product vocabulary for layers, contours, surfaces, paths, output, caches, and modules.

Troubleshooting and Reference

Input System integration

Action-reference mappings for pointer, navigation, submit, and text entry.

3D Integrations

XR Interaction Toolkit integration

XR hover, select, ray, and lifecycle bridge for world-space controls.

3D Integrations

Inspector coverage, part 5 of 5

Inspector or surface

Controls and ownership

Primary manual coverage

UniText 3D sample

Shaped mixed-script text converted into matching 3D outlines with durable glyph identity.

Prepare Fonts, Glyphs, and Builds; Optional Integrations

Unity Splines integration

Base spatial placement plus guarded depth-extrusion provider.

Placement Versus Extrusion Sweep; 3D Integrations

Runtime public API

Presets, output, rebuild, prewarm, pools, overrides, handles, raycasts, regions, and sockets.

Essential Scripting API