---
tags:
    - "UI, User, Interface, TMP, Text, Mesh, Pro"
---

# TextMeshPro - Text (UI) Force Mesh Update

[UI](../../index.md) / [Graphic](../index.md) / [TextMeshPro - Text (UI)](index.md) / **TextMeshPro - Text (UI) Force Mesh Update**

## Description

Executes the Force Mesh Update method on the TextMeshPro - Text (UI) component

## Parameters

| Name | Description |
| :--- | :---------- |
| Ignore Active State |  |
| Force Text Reparsing |  |

## Code

```cs
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;
using UnityEngine.UI;
using TMPro;

namespace VisualScript.Runtime
{
    [Title("TextMeshPro - Text (UI) Force Mesh Update")]
    [Category("UI/Graphic/TextMeshPro - Text (UI)/Force Mesh Update")]
    [Description("Executes the Force Mesh Update method on the TextMeshPro - Text (UI) component")]
    
    [Image(typeof(IconUIText), ColorTheme.Type.Blue)]
    [Keywords("UI, User, Interface, TMP, Text, Mesh, Pro")]
    
    [Parameter("Ignore Active State")]
    [Parameter("Force Text Reparsing")]
    
    [Serializable]
    public class GenInstructionTextMeshProUGUI_ForceMeshUpdate_2 : Instruction
    {
        [SerializeField] private GetGameObject m_TextMeshProUGUI = new GetGameObject(
            new GenTypeGameObject_TextMeshProUGUI()
        );
        
        [SerializeField] private GetBool m_IgnoreActiveState = new GetBool();
        
        [SerializeField] private GetBool m_ForceTextReparsing = new GetBool();
        
        protected override string GetTitle(GameObject source)
        {
            string method = TextUtils.ThemeAsKeyword("Force Mesh Update");
            return $"{this.m_TextMeshProUGUI} {method} ({this.m_IgnoreActiveState}, {this.m_ForceTextReparsing})";
        }
        
        protected override Awaitable Run(Args args)
        {
            TextMeshProUGUI component = this.m_TextMeshProUGUI.Get<TextMeshProUGUI>(args);
            if (component == null) return Done;
            
            component.ForceMeshUpdate(
                (bool) this.m_IgnoreActiveState.Get(args),
                (bool) this.m_ForceTextReparsing.Get(args)
            );
            
            return Done;
        }
    }
}


```

