Master Unity TextMeshPro: Advanced Text Rendering, Styling & Performance for Stunning UIs
Text is an omnipresent and often underestimated element in virtually every game and interactive application developed with Unity. From main menu titles and in-game dialogue to HUD elements, quest logs, and intricate tooltips, text serves as the primary conduit for conveying information, storytelling, and guiding player interaction. However, relying solely on Unity's legacy UI Text component often leads to compromises in visual quality (especially at different resolutions), limited styling options, and suboptimal performance. This is precisely where Unity TextMeshPro (TMP) steps in, revolutionizing text rendering by providing a vastly superior, high-fidelity, and feature-rich solution that has become the industry standard. Simply using TMP for basic text is merely scratching the surface of its capabilities; achieving truly stunning, performant, and dynamic text in your UIs demands a deep dive into its advanced text rendering features, sophisticated styling options, custom material properties, and powerful optimization techniques. Without effectively mastering TextMeshPro's advanced functionalities, developers often create visually inconsistent text, struggle with complex design requirements, or inadvertently introduce performance bottlenecks that detract from the overall user experience. This comprehensive guide aims to unlock the full potential of TMP, taking you from basic implementation to creating breathtaking text effects, implementing dynamic font scaling, leveraging rich text and custom tags, optimizing for mobile and console, and building a robust workflow for all your text-based UI needs.
Mastering Unity TextMeshPro for advanced text rendering is an absolutely critical skill for any game developer aiming to achieve stunning visual text effects and deliver a polished, immersive player experience. This comprehensive, human-written guide is meticulously crafted to walk you through implementing dynamic TextMeshPro text solutions, covering every essential aspect from foundational TMP setup to advanced material customization and crucial performance optimization. We’ll begin by detailing how to replace legacy UI Text with TextMeshPro, explaining the fundamental advantages of TMP's Signed Distance Field (SDF) rendering over traditional rasterization for superior quality and scalability. A substantial portion will then focus on creating and configuring TextMeshPro Font Assets, demonstrating how to generate font atlases and optimize character sets for specific languages and platforms. We'll explore harnessing TMP's rich text tags for dynamic styling, explaining how to apply bold, italic, color, size, and custom inline sprites within a single text object, and discuss implementing advanced text alignment and wrapping options. Furthermore, this resource will provide practical insights into customizing TextMeshPro material properties for unique visual effects, showcasing how to adjust shaders for glow, outline, bevel, and gradient effects directly in the Inspector and through scripting. You'll gain crucial knowledge on implementing dynamic font asset switching and fallback systems for multi-language support and handling missing characters, along with scripting TextMeshPro for runtime text modifications and animating text properties (e.g., typewriter effects, fading text). This guide will also cover optimizing TextMeshPro performance for large amounts of text, discussing batching, Canvas rebuilds, and Font Asset considerations. Finally, we'll offer troubleshooting tips for common TextMeshPro rendering and display issues, ensuring your advanced text elements are not just visually appealing but also robust and efficiently integrated across various Unity projects. By the culmination of this in-depth guide, you will possess a holistic understanding and practical skills to confidently build and customize professional-grade responsive Unity UI with TextMeshPro's advanced rendering capabilities, delivering an outstanding and adaptable textual experience in your games and applications.
Replacing Legacy UI Text with TextMeshPro
If you're still using Unity's built-in UI.Text component, the first step is to migrate to TextMeshPro. The benefits are immense: superior visual quality at any scale, better performance, and a wealth of advanced features.
The Fundamental Advantage: Signed Distance Field (SDF) Rendering
Traditional text rendering (like UI.Text) uses rasterization, where characters are rendered as bitmaps at a specific resolution. Scaling these bitmaps up leads to pixelation and blurriness.
TextMeshPro, on the other hand, uses Signed Distance Field (SDF) rendering. Instead of storing pixels, it stores the distance from each pixel to the nearest character edge. This allows characters to be rendered at any size or rotation with crystal-clear edges, minimal aliasing, and consistent quality, much like vector graphics.
Migration Steps
Import TMP Essentials:
If you haven't already, in Unity, go to Window > TextMeshPro > Import TMP Essential Resources. This imports necessary shaders, sprites, and example content.
Image: TextMeshPro menu in Unity, showing 'Import TMP Essential Resources'.
Add a TMP Text Object:
In the Hierarchy, right-click > UI > Text - TextMeshPro. This creates a GameObject with a Rect Transform and a TextMeshPro - UGUI component.
Image: Hierarchy context menu showing 'Text - TextMeshPro' option.
Replacing Existing UI Text (Automated):
For existing UI.Text components, TextMeshPro provides a utility: Window > TextMeshPro > TextMeshPro Converter.
Drag your Canvas (or specific GameObjects containing UI.Text) into the converter.
Choose between Convert and Save (replaces in place, overwriting) or Convert and Duplicate (creates new TMP objects, keeping originals). Convert and Duplicate is safer.
Image: TextMeshPro Converter window.
TextMeshPro - UGUI Component Overview
Once you have a TMP object, its Inspector will show the TextMeshPro - UGUI component. Key properties include:
: The actual text content.
: The .asset file that contains the font's SDF data and texture atlas.
: A custom material that overrides the default font asset material, allowing unique effects per text object.
: The size of the text.
: The base color of the text.
: Toggles support for rich text tags (e.g., bold, italic, color).
: Horizontal and vertical alignment.
: Controls how text wraps (e.g., Normal, No Wrap).
: How text behaves if it exceeds its Rect Transform bounds (e.g., Overflow, Ellipsis, Truncate).
: Includes Kerning, Word Spacing, Line Spacing, Paragraph Spacing for fine-grained control over layout.
: Affects the actual mesh generation (e.g., Outline Thickness, Underlay).
: For debugging text rendering issues.
Image: Inspector view of TextMeshPro - UGUI component.
Creating and Configuring TextMeshPro Font Assets
TextMeshPro's magic begins with its Font Assets. These are not raw font files (like .ttf or .otf) but specially generated Unity assets containing the SDF data.
Generating Font Assets
Select a Font File: In your Project window, select a .ttf or .otf font file.
Create Font Asset: Right-click > Create > TextMeshPro > Font Asset.
Image: Project window context menu showing 'Create > TextMeshPro > Font Asset'.
Font Asset Creator Window: A window will pop up (Window > TextMeshPro > Font Asset Creator).
: Should be pre-filled with your selected font.
: The resolution of the texture atlas that stores your character glyphs (e.g., 1024x1024, 2048x2048). Higher resolution means more space for glyphs and potentially better quality, but also larger texture size.
:
: Basic English characters.
: Includes common symbols.
: Allows you to paste specific characters.
: Import a text file containing all required characters (e.g., for multi-language support, simply dump all text from your game into a file).
: Generates glyphs on demand at runtime (can have performance implications). Generally, pre-generating a static atlas is preferred.
: Space between glyphs in the atlas. Affects outline/glow effects.
: Leave as SDF for best quality.
: How glyphs are arranged (usually Fast is fine).
Image: TextMeshPro Font Asset Creator window.
: Click this button. It creates the texture atlas.
: Click Save to save your new .asset file (e.g., MyFont_SDF.asset).
Optimizing Character Sets
Targeted Character Sets: Don't generate characters you don't need. If your game is only in English, use ASCII or Extended ASCII. For specific languages (e.g., Japanese, Korean, Chinese), generating a full character set can result in enormous atlases. In these cases, use Characters from File with only the characters actually present in your game.
Dynamic Font Asset Fallback: For multi-language support or when some characters might be missing from your primary font asset, you can use Font Asset Fallback (covered later) to combine multiple font assets.
Harnessing TMP's Rich Text Tags for Dynamic Styling
One of TextMeshPro's most powerful features is its extensive support for rich text tags, allowing you to style parts of your text dynamically without creating separate TextMeshPro objects.
Common Rich Text Tags
All tags are enclosed in angle brackets (<tag>text</tag>).
Bold: <b>Your bold text</b>
Italic: <i>Your italic text</i>
Color: <color=red>Red text</color> or <color=#FF0000>Hex color</color> or <color=#FF0000FF>RGBA hex</color>
Size: <size=20>Smaller text</size> or <size=75%>Percentage size</size>
Underline: <u>Underlined text</u>
Strikethrough: <s>Strikethrough text</s>
Superscript/Subscript: <sup>Superscript</sup> / <sub>Subscript</sub>
Monospace: <mspace=5em>Monospace text</mspace> (fixed width characters)
Line Indent: <line-indent=20>Indented line</line-indent>
Character Spacing: <cspace=1em>More space</cspace>
Line Height: <line-height=1.2em>Taller lines</line-height>
Horizontal Alignment: <align=right>Right aligned</align>
Font: <font="AnotherFont_SDF">Different font</font>
Material: <material="CustomMaterial">Custom effect</material>
Image: TextMeshPro - UGUI component showing example rich text in Text Input.
Custom Inline Sprites (Emojis, Icons)
You can embed sprites (like emojis or icons) directly within your text.
Create a Sprite Asset:
Import your sprite sheet (e.g., an emoji sheet) into Unity.
Select the sprite sheet, right-click > Create > TextMeshPro > Sprite Asset.
In the Sprite Asset Inspector, ensure Packing Mode is Rectangle.
Click Extract Sprites (if it's a sheet) or Auto Generate to define individual sprites.
Save the .asset file.
Image: TextMeshPro Sprite Asset Creator window.
Use in Text:
In your TextMeshPro - UGUI component, use the tag <sprite name="SpriteName">. The SpriteName must match the name defined in your Sprite Asset.
Image: TextMeshPro - UGUI text input with an embedded sprite tag.
Link Sprite Asset: You might need to assign the Sprite Asset directly to the Sprite Asset field in the TextMeshPro - UGUI component's Extra Settings or globally in TMP Settings.
Advanced Alignment and Wrapping
Component:
: Easily choose from nine standard alignment options (Top Left, Middle Center, Bottom Right, etc.).
:
: Wraps text based on Rect Transform width.
: Prevents wrapping, text will extend beyond bounds unless Overflow is set.
: Wraps at whole words.
: Wraps at individual characters (for languages without spaces).
:
: Text extends beyond the Rect Transform.
: Adds "..." if text overflows.
: Cuts off text at the boundary.
: Creates pages of text, useful for books/dialogue.
: Works with Scroll Rect for scrollable text.
: Automatically resizes font to fit (be cautious, can cause performance issues if many objects resize frequently).
: Similar to above but with min/max font size constraints.
Image: TextMeshPro - UGUI component showing Alignment, Wrapping, and Overflow settings.
Customizing TextMeshPro Material Properties for Unique Visual Effects
This is where TextMeshPro truly shines, allowing you to apply complex visual effects to your text directly through its materials.
Understanding Material Presets
Every Font Asset has a default material. However, you can create Material Presets to apply specific effects to individual TextMeshPro objects or groups of objects without altering the original Font Asset.
Create Material Preset:
Select your TextMeshPro - UGUI object.
In its Inspector, find the Material Preset field. Click the small circular target icon next to it and select Create New Material Preset.
Save this new .asset file (e.g., MyTextGlow_Mat.asset).
Image: TextMeshPro - UGUI component with 'Create New Material Preset' option.
Edit Material Properties: Now, in the Inspector, with your TextMeshPro - UGUI object selected, you'll see a section of expandable material properties below the main TextMeshPro - UGUI component. These properties correspond to the shader used by TextMeshPro.
Image: Inspector view showing material properties below TextMeshPro - UGUI component.
Common Material Effects
The default TextMeshPro SDF shader (and its variants) provides extensive control:
Properties:
: Main text color.
: Expands/shrinks the font outline, making characters bolder or thinner. Useful for titles.
: Blurs the edges of the font.
: Adjusts the overall thickness of the font.
Properties:
: Color of the outline.
: How thick the outline is.
: Smoothness of the outline's edges.
(Shadow/Highlight) Properties:
: Color of the underlay (shadow).
: Position of the underlay relative to the main text.
/ Similar to Face properties, but for the underlay.
Properties:
: Color of the glow.
: Controls how much the glow extends inwards/outwards from the text edges.
: Intensity of the glow.
Properties:
Creates a 3D bevel effect, making text appear embossed or debossed.
/ Control the bevel's depth, position, and lighting.
Properties:
: Can be Vertical (default), Horizontal, Four Corner, Radial.
: Define multiple colors for the gradient.
Image: Material properties showing Face, Outline, Glow, Underlay sections.
Using Custom Shaders
For even more unique effects, you can write custom shaders or use existing ones that extend TextMeshPro's capabilities.
TextMeshPro includes various shader variants (e.g., SDF, Mobile SDF, Distance Field, etc.). You can create custom ones based on these templates.
Example: A pulse effect, shimmering, or texture mapping onto text.
Scripting Material Properties
You can modify these material properties at runtime through script. This is powerful for dynamic effects.
using UnityEngine;
using TMPro;
public class DynamicTextEffects : MonoBehaviour
{
public TextMeshProUGUI tmpText;
public Color hoverColor = Color.cyan;
public Color normalColor = Color.white;
public float glowIntensity = 0.5f;
private Material originalMaterial;
void Awake()
{
if (tmpText == null) tmpText = GetComponent<TextMeshProUGUI>();
if (tmpText != null)
{
originalMaterial = tmpText.fontSharedMaterial;
}
}
void OnMouseEnter()
{
if (tmpText != null)
{
tmpText.color = hoverColor;
tmpText.fontSharedMaterial.EnableKeyword(ShaderUtilities.Keyword_Glow);
tmpText.fontSharedMaterial.SetFloat(ShaderUtilities.ID_GlowPower, glowIntensity);
}
}
void OnMouseExit()
{
if (tmpText != null)
{
tmpText.color = normalColor;
tmpText.fontSharedMaterial.SetFloat(ShaderUtilities.ID_GlowPower, 0);
}
}
public void SetOutlineColor(Color newColor)
{
if (tmpText != null)
{
tmpText.fontSharedMaterial.SetColor(ShaderUtilities.ID_OutlineColor, newColor);
}
}
}
Image: Code snippet demonstrating scripting TextMeshPro material properties.
Implementing Dynamic Font Asset Switching and Fallback Systems
For multi-language support, user-selected fonts, or simply handling missing characters, dynamic font management is essential.
Font Asset Fallbacks
If a character is not present in the primary Font Asset, TextMeshPro can look for it in designated fallback fonts.
Create Fallback Font Assets: Generate Font Asset files for other fonts that contain the missing characters (e.g., a Japanese font, a Chinese font, or a general symbol font).
Assign Fallbacks:
Select your primary Font Asset (e.g., MyFont_SDF.asset) in the Project window.
In its Inspector, expand the Font Asset component.
Under Fallback Font Assets, click + to add slots.
Drag your fallback Font Asset files into these slots.
Image: Inspector view of a Font Asset, showing 'Fallback Font Assets' list.
Now, if your primary TextMeshPro - UGUI text uses MyFont_SDF, and it encounters a character not in MyFont_SDF, it will try to find it in the fallback assets.
Global Fallback (TMP Settings)
You can also define global fallbacks that apply to all TextMeshPro objects without a specific fallback chain.
Go to Window > TextMeshPro > TMP Settings.
In the TMP Settings Inspector, find Default Fallback Font Asset. Drag your general fallback font asset here.
Image: TMP Settings window, highlighting 'Default Fallback Font Asset'.
Dynamic Font Asset Switching (Scripting)
For changing fonts at runtime (e.g., user selects a font in options, or for different UI sections):
using UnityEngine;
using TMPro;
public class FontSwitcher : MonoBehaviour
{
public TextMeshProUGUI[] textObjectsToSwitch;
public TMP_FontAsset newFontAsset;
public void SwitchFont()
{
if (newFontAsset == null)
{
Debug.LogWarning("No new font asset assigned!");
return;
}
foreach (TextMeshProUGUI tmpText in textObjectsToSwitch)
{
if (tmpText != null)
{
tmpText.font = newFontAsset;
}
}
Debug.Log("Font switched to: " + newFontAsset.name);
}
}
Scripting TextMeshPro for Runtime Text Modifications and Animations
Scripting allows you to create dynamic text experiences, from typewriter effects to flashing text.
Basic Text Modification
using UnityEngine;
using TMPro;
public class ScoreDisplay : MonoBehaviour
{
public TextMeshProUGUI scoreText;
private int currentScore = 0;
void Start()
{
UpdateScoreDisplay();
}
public void AddScore(int amount)
{
currentScore += amount;
UpdateScoreDisplay();
}
void UpdateScoreDisplay()
{
scoreText.text = $"Score: <color=#00FF00>{currentScore}</color>";
}
}
Typewriter Effect
using UnityEngine;
using TMPro;
using System.Collections;
public class TypewriterEffect : MonoBehaviour
{
public TextMeshProUGUI dialogueText;
public float typeSpeed = 0.05f;
private string fullText;
void Start()
{
fullText = dialogueText.text;
dialogueText.text = "";
StartCoroutine(ShowText());
}
IEnumerator ShowText()
{
for (int i = 0; i <= fullText.Length; i++)
{
dialogueText.text = fullText.Substring(0, i);
yield return new WaitForSeconds(typeSpeed);
}
}
}
Animating Text Properties
You can animate various properties of TextMeshProUGUI through script or Unity's animation system.
: Fade in/out, flash.
: Fade whole text.
: Scale up/down.
Material properties: Change outline thickness, glow intensity.
using UnityEngine;
using TMPro;
using System.Collections;
public class FlashingText : MonoBehaviour
{
public TextMeshProUGUI warningText;
public float flashDuration = 0.5f;
public Color startColor = Color.red;
public Color endColor = Color.yellow;
private Coroutine flashCoroutine;
void Start()
{
warningText.color = startColor;
flashCoroutine = StartCoroutine(Flash());
}
IEnumerator Flash()
{
while (true)
{
yield return LerpColor(warningText, startColor, endColor, flashDuration);
yield return LerpColor(warningText, endColor, startColor, flashDuration);
}
}
IEnumerator LerpColor(TextMeshProUGUI text, Color a, Color b, float duration)
{
float timer = 0f;
while (timer < duration)
{
timer += Time.deltaTime;
text.color = Color.Lerp(a, b, timer / duration);
yield return null;
}
text.color = b;
}
}
Optimizing TextMeshPro Performance for Large Amounts of Text
While TMP is performant, large quantities of text or frequent updates still require optimization.
Batching:
Dynamic Batching: TextMeshPro's SDF rendering often allows for dynamic batching of text objects that share the same Font Asset and Material Preset. This means multiple text objects can be drawn in a single draw call.
Minimize Material Changes: Try to use the same Font Asset and Material Preset across as many TextMeshPro objects as possible to maximize batching. Each unique material breaks batching.
Atlas Resolution: Use the smallest possible Atlas Resolution that maintains visual quality for your target platform. Larger atlases take more VRAM.
:
Text Changes: Any change to the text property of a TextMeshProUGUI component will trigger a Canvas rebuild for its Canvas.
Minimize Frequent Updates: Only update text (e.g., scores, timers) when the value actually changes, not every frame.
Separate Canvases: For very dynamic text (like a rapidly changing score), consider putting it on its own smaller Canvas to isolate its rebuilds from the rest of the UI.
Changes: Changes to Rect Transform (position, size, anchors) also trigger rebuilds.
Font Asset & Character Set Considerations:
Character Count: Generating Font Assets with excessively large character sets (e.g., entire Unicode ranges) results in massive texture atlases and more VRAM usage. Use Characters from File to include only necessary characters.
Fallback Assets: While useful, having too many fallback Font Assets can increase memory overhead.
(for static text): If text doesn't need to wrap, disable it. This removes some calculation overhead.
Option ( While convenient, automatically resizing text can trigger frequent Canvas rebuilds if the text content or Rect Transform changes often. Use with caution or prefer fixed font sizes.
Troubleshooting Common TextMeshPro Rendering and Display Issues
Text Looks Blurry / Pixelated:
: Ensure you are using a TextMeshPro Font Asset (_SDF.asset), not directly a .ttf or .otf file.
: If using a very small Atlas Resolution for your font asset (e.g., 256x256 for many characters), increase it.
: Increase Padding in the Font Asset Creator if outlines or glows are cut off.
Ensure your Rect Transform is large enough for the Font Size. If the Rect Transform is very small and the font size is large, it might try to squeeze, causing artifacts.
Characters Missing (
Character Set: The characters you are trying to display are not included in your Font Asset's Character Set. Re-generate the Font Asset using Characters from File with all required text, or add fallback assets.
Fallback Order: If using fallbacks, ensure the fallback font asset contains the missing characters and is correctly assigned.
Rich Text Tags Not Working:
: Ensure the Enable Rich Text checkbox is checked in the TextMeshPro - UGUI component.
Syntax: Check for typos in tags (e.g., <color=red> not <colour=red>).
Closing Tags: Ensure all opening tags have matching closing tags (e.g., <b>text</b>).
Text Not Displaying at All:
Is there actual text in the Text Input field?
Active: Is the TextMeshPro GameObject (and its parent Canvas) active in the Hierarchy?
: Is the Rect Transform sized and positioned correctly within the Canvas/screen? Is its Width/Height greater than 0?
Assigned: Is a Font Asset assigned to the TextMeshPro - UGUI component?
Alpha: Is the Vertex Color alpha set to 0?
Overlapping UI: Is another UI element completely covering the text?
Culling Mask: For Screen Space - Camera or World Space Canvas, check the camera's Culling Mask to ensure it renders the UI layer.
Text
UI Hierarchy: Elements lower in the Hierarchy render on top of elements higher up. Adjust GameObject order.
For separate Canvases, adjust their Sort Order or Render Priority.
For World Space UI, adjust the Sorting Order on the Canvas Renderer component.
Performance Issues with Text:
Refer to the "Optimizing TextMeshPro Performance" section above. Focus on reducing Canvas rebuilds and maximizing batching.
By systematically addressing these common pitfalls, you can efficiently troubleshoot and refine your Unity UI TextMeshPro implementation, ensuring your advanced text elements are not just visually stunning but also robust, performant, and seamlessly integrated across all target platforms.
Summary: Mastering Advanced Text Rendering with TextMeshPro in Unity
Mastering Unity TextMeshPro for advanced text rendering is no longer optional; it's a fundamental requirement for creating stunning, performant, and dynamic text in modern game UIs. This comprehensive guide has equipped you with the knowledge to unlock TMP's full potential, transforming your approach to textual presentation. We began by highlighting the core advantage of TextMeshPro's Signed Distance Field (SDF) rendering over traditional rasterization, explaining how it delivers superior visual quality and scalability at any resolution. You learned the essential steps to replace legacy UI Text components with TextMeshPro, including the convenient TextMeshPro Converter, and gained a thorough understanding of the TextMeshPro - UGUI component's key properties.
A significant portion of our exploration focused on creating and configuring TextMeshPro Font Assets, which are the backbone of TMP. You gained practical experience in generating font atlases using the Font Asset Creator, learning how to optimize Atlas Resolution and carefully select Character Sets to balance quality, character coverage, and memory footprint. The guide then delved into harnessing TMP's rich text tags for dynamic styling, empowering you to apply bold, italic, color, size, underline, and even custom inline sprites within a single text object, creating highly expressive and visually varied text. We also covered advanced Alignment and Wrapping options, as well as Overflow behaviors like Ellipsis and Resize Text.
The true power of TextMeshPro was further unveiled through customizing its material properties for unique visual effects. You learned how to create and utilize to apply individual text objects with stunning glow, outline, bevel, and gradient effects directly via the Inspector. Crucially, we demonstrated scripting TextMeshPro material properties at runtime, opening doors to dynamic text animations like pulsing glows or interactive highlights. To ensure global reach and robust character display, the guide detailed implementing dynamic font asset switching and fallback systems, explaining how to assign Fallback Font Assets to primary fonts or globally via TMP Settings for seamless multi-language support and graceful handling of missing characters.
Furthermore, we explored scripting TextMeshPro for various runtime text modifications and animations, providing practical examples for common scenarios like dynamic score updates, typewriter effects for dialogue, and flashing text for warnings, showcasing how to leverage TMP's properties for compelling visual storytelling. Finally, the guide addressed the critical aspect of optimizing TextMeshPro performance for large amounts of text. You gained insights into maximizing batching by minimizing unique material changes, reducing costly Canvas rebuilds through careful text updates and Canvas isolation, and making informed decisions about Font Asset character sets. A comprehensive troubleshooting section was provided, equipping you with solutions for common rendering issues, missing characters, rich text tag problems, and performance bottlenecks, ensuring your advanced text elements are robust and efficient.
By diligently applying the extensive principles and practical methodologies outlined throughout this guide, you are now exceptionally well-equipped to confidently design, implement, and optimize professional-grade Unity UI with TextMeshPro's advanced rendering capabilities. Your textual content will no longer be an afterthought but a powerful, visually stunning, and highly performant component of your games and applications, delivering an outstanding and adaptable experience for all players. Go forth and make your text truly shine!
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