EditorGUILayout.HelpBox("It looks like you want to tile a sprite with no border. It would be more efficient to modify the Sprite properties, clear the Packing tag and set the Wrap mode to Repeat.",MessageType.Warning);
EditorGUILayout.HelpBox("It looks like you want to tile a sprite with no border. It would be more efficient to remove this Sprite from any SpriteAtlas and set the Wrap mode to Repeat.",MessageType.Warning);
// Since we have been unable to locate the character thus far using the designated font style and weight. Attempt to locate this character using normal style and regular font weight to synthesize it.
// Search for the character in potential local Sprite Asset assigned to the text object.
// Search for the character in potential local Sprite Asset assigned to the text object.
if(m_spriteAsset!=null)
if(m_spriteAsset!=null)
{
{
@ -6182,44 +6220,6 @@ namespace TMPro
returnspriteCharacter;
returnspriteCharacter;
}
}
// Since we have been unable to locate the character thus far using the designated font style and weight. Attempt to locate this character using normal style and regular font weight in order to synthesize it.
/// When a GraphicRaycaster raycasts into the scene, it first filters the elements based on their RectTransform rect, then uses this Raycast function to determine which elements are hit.
/// </summary>
/// <param name="sp">Screen point being tested.</param>
/// <param name="eventCamera">Camera used for testing.</param>
/// <param name="ignoreMasks">If true, masks are ignored and do not prevent raycasts. </param>
/// <returns>True if the provided point is a valid location for GraphicRaycaster raycasts.</returns>