# BindText/TextMeshPro

Binds a text / text mesh pro to a variable (currently supports only the 4 types : bool, int, float, string). Find the Level Text GameObject in the hierarchy. &#x20;

UICanvas/Top/LevelText.&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeESEy7DBu-zKEzEPRZNiQrSH9vG9--LnH67NpPVyXg0C-1UK6VedhZeLMg9GKsZX4FmDtbUUpcvFstT82N-rjev7HvGUfHAO552P38QASoEK0ytRT-Wv8mZPAMTdP8CT6y2pHsyaTj_ZLfuB8FFnU5QV2i?key=rYLTnURk3bHoj7o_CLwGjQ" alt="" width="375"><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdoqqcpTaBI7Fs5BJh3SpVeMmvILyn_uU_NUquaod9FJTdWeofXAN7PfoxW8FY8Xa1FBBWuzGZti1RMPB1xZCls4hQvTu3H1m4AaXcODEWZBD6S_J45DH0ETf9G-gBOKddh4eM24tk4kw8ID4ilgqf7tqKJ?key=rYLTnURk3bHoj7o_CLwGjQ" alt="" width="375"><figcaption></figcaption></figure>

Let’s go through the properties:&#x20;

* **Prefix:** adds text before your variable value.&#x20;
* **Suffix**: adds text after your variable value. &#x20;
* **Increment**: adds a number to the int. It mostly used for Level index (as we start at 0, but we want to display 1 to the player). &#x20;
* **IsClamped** : enable clamping the value shown.&#x20;
* **Min Max** : minimum and maximum used for clamping the value shown. So in this case, if your variable goes below 0, the value shown in the text will be minimum 0 (won’t display negative numbers). &#x20;

The HealthText also has a BindTextMeshPro component.&#x20;

UICanvas/Bottom/HealthText.&#x20;

!\[Graphical user interface, text, application

Description automatically generated]\(<https://lh7-rt.googleusercontent.com/docsz/AD_4nXdkkJk9FLd128DSe6QFChFq-Y9oiOiQLf-6kN3Bjvebf0MMnGyejew8vYB09HcOGg8puaSiyoXJ8Jrdh0Cg2OoG9TMv4dB4nuzkiOXLnL9XiW2JeHOpDZ6UzzlOLcS4Wq2CYXefsq3drgrOjt3sakO8k3Nf?key=rYLTnURk3bHoj7o_CLwGjQ)&#x20>;

* **Decimal Amount:** how many decimal numbers we want to display.


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