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TextMeshPro Per-Character Physics & Rigidbody Mapping Engine

An interactive procedural text physics system developed in Unity 3D that binds individual TextMeshPro characters to physical rigidbodies via proxy quads, enabling independent gravity simulation, curve mapping, and dynamic shape formation.

Client
TheHangingHouse R&D
Studio
TheHangingHouse (Codebrew)
Platform
Desktop

An advanced procedural text animation and physics R&D project engineered entirely from scratch in Unity 3D. The system analyzes a TextMeshPro component and instantiates a lightweight proxy quad—complete with a rigidbody and collider—at the exact initial world-space position of each individual character. Operating on an inverse tracking architecture, the custom C# script forces each text character to follow its corresponding physical proxy quad in global space. This decoupled proxy design allows every single letter to interact dynamically with the scene, respond independently to gravity, collide with objects, map onto spatial curves, and morph into custom shapes without runtime limitations.

  • TextMeshPro Per-Character Physics & Rigidbody Mapping Engine, screenshot 1