/// Credit Melang /// Sourced from - http://forum.unity3d.com/members/melang.593409/ /// NOT supported in Unity 2022 #if !UNITY_2022_1_OR_NEWER using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Effects/Extensions/BestFit Outline")] public class BestFitOutline : Shadow { // // Constructors // protected BestFitOutline () { } // // Methods // public override void ModifyMesh (Mesh mesh) { if (!this.IsActive ()) { return; } List verts = new List(); using (var helper = new VertexHelper(mesh)) { helper.GetUIVertexStream(verts); } Text foundtext = GetComponent(); float best_fit_adjustment = 1f; if (foundtext && foundtext.resizeTextForBestFit) { best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive } int start = 0; int count = verts.Count; base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment); start = count; count = verts.Count; base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment); start = count; count = verts.Count; base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment); start = count; count = verts.Count; base.ApplyShadowZeroAlloc(verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment); using (var helper = new VertexHelper()) { helper.AddUIVertexTriangleStream(verts); helper.FillMesh(mesh); } } } } #endif