> For the complete documentation index, see [llms.txt](https://sickscoregames.gitbook.io/hud-navigation-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sickscoregames.gitbook.io/hud-navigation-system/hud-navigation-element/text-references.md).

# Text References

This component should be added to every UI GameObject that needs to display or interact with text. By default it is used for distance texts, but it can also serve as a flexible entry point for your own scripts to modify or control UI text elements.

Once the component is added, it automatically detects supported text components on the GameObject and assigns the appropriate [text adapter](/hud-navigation-system/hud-navigation-element/text-adapters.md).

The system uses [text adapters](/hud-navigation-system/hud-navigation-element/text-adapters.md) internally, allowing it to support multiple text component types without additional setup. Out of the box HNS supports legacy UI text and TextMeshPro text, but you can easily create your own [text adapters](/hud-navigation-system/hud-navigation-element/text-adapters.md).

{% hint style="info" %}
To see the component in action, check out the example prefabs:\
*Sickscore Games* > *HUD Navigation System* > *\_Examples* > *HUDPrefabs*
{% endhint %}

<figure><img src="/files/-M6LMmvRTfk3plMiogyq" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
**Important for TextMeshPro Support:**\
Depending on your version of Unity and TextMeshPro, you may need to enable support by adding `TMP_PRESENT` to your project’s scripting define symbols.

To do this, go to **Edit → Project Settings → Player**, then under **Other Settings**, locate the **Scripting Define Symbols** field. Add `TMP_PRESENT` there. If the field already contains entries, separate them with a semicolon (e.g., `EXISTING_SYMBOL;TMP_PRESENT`).
{% endhint %}
