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    Class TMP_UpdateManager

    Inheritance
    object
    TMP_UpdateManager
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: TMPro
    Assembly: Unity.TextMeshPro.dll
    Syntax
    public class TMP_UpdateManager

    Methods

    RegisterTextElementForCullingUpdate(TMP_Text)

    Declaration
    public static void RegisterTextElementForCullingUpdate(TMP_Text element)
    Parameters
    Type Name Description
    TMP_Text element

    RegisterTextElementForGraphicRebuild(TMP_Text)

    Registers elements which require a graphic rebuild.

    Declaration
    public static void RegisterTextElementForGraphicRebuild(TMP_Text element)
    Parameters
    Type Name Description
    TMP_Text element

    Text component to enqueue for vertex or material updates before the next render.

    Remarks

    Runs during the graphic rebuild phase so SDF scale tweaks and material swaps apply after layout has settled for the frame.

    RegisterTextElementForLayoutRebuild(TMP_Text)

    Registers elements which require a layout rebuild.

    Declaration
    public static void RegisterTextElementForLayoutRebuild(TMP_Text element)
    Parameters
    Type Name Description
    TMP_Text element

    Text component to enqueue; duplicates are ignored using the instance entity id.

    Remarks

    Queues the element for Prelayout processing during willRenderCanvases so preferred sizes and line breaks refresh before mesh generation.

    UnRegisterTextElementForRebuild(TMP_Text)

    Unregisters elements which no longer require a rebuild.

    Declaration
    public static void UnRegisterTextElementForRebuild(TMP_Text element)
    Parameters
    Type Name Description
    TMP_Text element

    Text component to remove from internal layout, graphic, and per-frame update queues.

    Remarks

    Clears pending work when the object is disabled or destroyed so stale references are not processed on subsequent canvas render callbacks.

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