// Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode.
// The following provides an example of how to access the link properties.
//Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
// Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
privatestringlabel01="Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font=\"Bangers SDF\" material=\"Bangers SDF - Drop Shadow\">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=1>";
privatestringlabel02="Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font=\"Bangers SDF\" material=\"Bangers SDF - Drop Shadow\">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=2>";
privateTMP_Textm_textMeshPro;
voidAwake()
{
// Get Reference to TextMeshPro Component
m_textMeshPro=GetComponent<TMP_Text>();
m_textMeshPro.text=label01;
m_textMeshPro.enableWordWrapping=true;
m_textMeshPro.alignment=TextAlignmentOptions.Top;
//if (GetComponentInParent(typeof(Canvas)) as Canvas == null)
//{
// GameObject canvas = new GameObject("Canvas", typeof(Canvas));