Text References
Use any UI text component or asset you prefer
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.
The system uses text adapters 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.
To see the component in action, check out the example prefabs: Sickscore Games > HUD Navigation System > _Examples > HUDPrefabs

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).
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