textmeshpro

textmeshpro is a skill for Claude Code from XeldarAlz/everything-claude-unity. It costs 38 tokens per session (2,790 once invoked), scanned A, original, MIT.

A Unity text-rendering system for displaying sharp text in game interfaces and 3D scenes. It supports font assets, styling such as outlines and shadows, rich text formatting, and inline images.

In plain words
What is it for?
Use it for menu text, subtitles, labels, world-space signs, formatted messages, and text that includes small icons or sprites.
Why use it?
It provides more control and better scaling than Unity’s older text component, especially when text must remain readable at different sizes.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the everything-claude-unity plugin — 42 skills, 27 commands, 20 agents, 5 hooks shipped together

Good fit Use it for menu text, subtitles, labels, world-space signs, formatted messages, and text that includes small icons or sprites.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xeldaralz/everything-claude-unity/textmeshpro
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add XeldarAlz/everything-claude-unity --skill textmeshpro
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 42 skills, 27 commands, 20 agents, 5 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for textmeshpro

README.md
[![agentmods](https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/textmeshpro/github.svg)](https://agentmods.dev/skills/xeldaralz/everything-claude-unity/textmeshpro)
Your own site
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/textmeshpro"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/textmeshpro/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for textmeshpro

Your own site · 80×15
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/textmeshpro"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/textmeshpro.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,790 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00038 $0.02790
Opus 5 $0.00019 $0.01395
Sonnet 5 $0.00008 $0.00558
Haiku 4.5 $0.00004 $0.00279

Measured 8d ago against content hash 1d75b3002e3e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

textmeshpro scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/third-party/textmeshpro/SKILL.md · 398 lines

How it starts

The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.

TextMeshPro — Advanced Text Rendering for Unity

TextMeshPro (TMP) is Unity's standard text solution, replacing the legacy Text component. It uses Signed Distance Field (SDF) rendering for resolution-independent, crisp text with support for rich text, outlines, shadows, and inline sprites.

Component Types

Component Use Case Namespace
TextMeshProUGUI Canvas UI text (most common) TMPro
TextMeshPro World-space 3D text (signs, name plates) TMPro
using TMPro;

[SerializeField] private TextMeshProUGUI _uiText;     // Canvas text
[SerializeField] private TextMeshPro _worldText;       // 3D world text

Font Asset Creation

Font assets are created from TTF/OTF font files via the Font Asset Creator window.

Steps

  1. Window > TextMeshPro > Font Asset Creator
  2. Set Source Font File to your TTF/OTF font
  3. Configure settings:
    • Sampling Point Size: Auto or specific (e.g., 64)
    • Padding: 5-9 (higher = better outlines/shadows but larger atlas)
    • Packing Method: Optimum
    • Atlas Resolution: 512x512 for small character sets, 2048x2048+ for CJK
    • Character Set: ASCII for English, Unicode Range for specific sets, Custom Characters for exact glyphs
    • Render Mode: SDFAA (default, best quality)
  4. Click Generate Font Atlas, then Save

SDF Rendering Modes

Mode Quality Use Case
SDFAA Best Default for most fonts
SDF Good Slightly faster rendering
SDFAA_HINTED Best + hinting Small text sizes, pixel-perfect
Raster Bitmap Pixel art fonts only

Material Presets

Material presets add visual effects (outline, shadow, glow) without modifying the base font asset.

Creating a Material Preset

  1. Select the font asset in Project window
  2. In Inspector, click the material field to see the base material
  3. Right-click the font asset > Create > Material Preset
  4. Adjust properties on the new material:
    • Face: Color, softness, dilate
    • Outline: Color, thickness
    • Underlay (shadow): Color, offset, dilate, softness
    • Lighting: Bevel for 3D effect
    • Glow: Inner/outer glow

Read the full file on GitHub · 398 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 398 lines · 38 tokens per session scan A 1d75b3002e3e

Subscribe to this mod's changes

textmeshpro is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 38 tokens to every session and 2,790 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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