/// <summary>
        /// This is the main function that is responsible for creating / displaying the text.
        /// </summary>
        void GenerateTextMesh()
        {
            //Debug.Log("***** GenerateTextMesh() ***** Iteration Count: " + loopCountA + ".  Min: " + m_minFontSize + "  Max: " + m_maxFontSize + "  Font size is " + m_fontSize);

            // Early exit if no font asset was assigned. This should not be needed since Arial SDF will be assigned by default.
            if (m_fontAsset.characterDictionary == null)
            {
                Debug.Log("Can't Generate Mesh! No Font Asset has been assigned to Object ID: " + this.GetInstanceID());
                return;
            }

            // Reset TextInfo
            if (m_textInfo != null)
                m_textInfo.Clear();


            // Early exit if we don't have any Text to generate.
            if (m_char_buffer == null || m_char_buffer.Length == 0 || m_char_buffer[0] == (char)0)
            {
                //Debug.Log("Early Out!");
                if (m_vertices != null)
                {
                    Array.Clear(m_vertices, 0, m_vertices.Length);
                    m_mesh.vertices = m_vertices;
                }

                m_preferredWidth = 0;
                m_preferredHeight = 0;
                return;
            }

            m_currentFontAsset = m_fontAsset;
            m_currentMaterial = m_sharedMaterial;

            // Determine how many characters will be visible and make the necessary allocations (if needed).
            int totalCharacterCount = SetArraySizes(m_char_buffer);

            // Scale the font to approximately match the point size
            m_fontScale = (m_fontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f));
            float baseScale = m_fontScale; // BaseScale keeps the character aligned vertically since <size=+000> results in font of different scale.
            m_maxFontScale = baseScale;
            float previousLineMaxScale = baseScale;
            float firstVisibleCharacterScale = 0;
            m_currentFontSize = m_fontSize;
            float fontSizeDelta = 0;

            int charCode = 0; // Holds the character code of the currently being processed character.
            //int prev_charCode = 0;
            bool isMissingCharacter; // Used to handle missing characters in the Font Atlas / Definition.

            m_style = m_fontStyle; // Set the default style.
            m_lineJustification = m_textAlignment; // Sets the line justification mode to match editor alignment.

            // GetPadding to adjust the size of the mesh due to border thickness, softness, glow, etc...
            if (checkPaddingRequired)
            {
                checkPaddingRequired = false;
                m_padding = ShaderUtilities.GetPadding(m_renderer.sharedMaterials, m_enableExtraPadding, m_isUsingBold);
                //m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial);
                m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
            }

            float style_padding = 0; // Extra padding required to accommodate Bold style.
            float xadvance_multiplier = 1; // Used to increase spacing between character when style is bold.

            m_baselineOffset = 0; // Used by subscript characters.

            // Underline
            bool beginUnderline = false;
            Vector3 underline_start = Vector3.zero; // Used to track where underline starts & ends.
            Vector3 underline_end = Vector3.zero;

            // Strike-through
            bool beginStrikethrough = false;
            Vector3 strikethrough_start = Vector3.zero;
            Vector3 strikethrough_end = Vector3.zero;

            m_fontColor32 = m_fontColor;
            Color32 vertexColor;
            m_htmlColor = m_fontColor32;
            m_colorStackIndex = 0;
            Array.Clear(m_colorStack, 0, m_colorStack.Length);

            m_styleStackIndex = 0;
            Array.Clear(m_styleStack, 0, m_styleStack.Length);

            m_lineOffset = 0; // Amount of space between lines (font line spacing + m_linespacing).
            m_lineHeight = 0;

            m_cSpacing = 0;
            m_monoSpacing = 0;
            float lineOffsetDelta = 0;
            m_xAdvance = 0; // Used to track the position of each character.
            m_maxXAdvance = 0; // Used to determine Preferred Width.

            tag_LineIndent = 0; // Used for indentation of text.
            tag_Indent = 0;
            tag_NoParsing = false;
            //m_isIgnoringAlignment = false;

            m_characterCount = 0; // Total characters in the char[]
            m_visibleCharacterCount = 0; // # of visible characters.
            //m_visibleSpriteCount = 0;

            // Tracking of line information
            m_firstCharacterOfLine = 0;
            m_lastCharacterOfLine = 0;
            m_firstVisibleCharacterOfLine = 0;
            m_lastVisibleCharacterOfLine = 0;
            m_lineNumber = 0;
            bool isStartOfNewLine = true;

            m_pageNumber = 0;
            int pageToDisplay = Mathf.Clamp(m_pageToDisplay - 1, 0, m_textInfo.pageInfo.Length - 1);

            int ellipsisIndex = 0;

            Vector3[] corners = m_textContainer.corners;
            Vector4 margins = m_textContainer.margins;
            m_marginWidth = m_textContainer.rect.width - margins.z - margins.x;
            float marginWidth = m_marginWidth;
            float marginHeight = m_textContainer.rect.height - margins.y - margins.w;
            m_marginLeft = 0;
            m_marginRight = 0;
            m_width = -1;

            float lossyScale = m_transform.lossyScale.z;
            // Used by Unity's Auto Layout system.
            m_preferredWidth = 0;
            m_preferredHeight = 0;

            // Initialize struct to track states of word wrapping
            bool isFirstWord = true;
            bool isLastBreakingChar = false;
            m_SavedLineState = new WordWrapState();
            m_SavedWordWrapState = new WordWrapState();
            int wrappingIndex = 0;

            // Need to initialize these Extents structures
            m_meshExtents = new Extents(k_InfinityVector, -k_InfinityVector);

            // Initialize lineInfo
            if (m_textInfo.lineInfo == null) m_textInfo.lineInfo = new TMP_LineInfo[2];
            for (int i = 0; i < m_textInfo.lineInfo.Length; i++)
            {
                m_textInfo.lineInfo[i] = new TMP_LineInfo();
                m_textInfo.lineInfo[i].lineExtents = new Extents(k_InfinityVector, -k_InfinityVector);
                m_textInfo.lineInfo[i].ascender = -k_InfinityVector.x;
                m_textInfo.lineInfo[i].descender = k_InfinityVector.x;
            }


            // Tracking of the highest Ascender
            m_maxAscender = 0;
            m_maxDescender = 0;
            float pageAscender = 0;
            float maxVisibleDescender = 0;
            bool isMaxVisibleDescenderSet = false;
            m_isNewPage = false;

            //bool isLineOffsetAdjusted = false;
            loopCountA += 1;

            int endTagIndex = 0;
            // Parse through Character buffer to read HTML tags and begin creating mesh.
            for (int i = 0; m_char_buffer[i] != 0; i++)
            {
                charCode = m_char_buffer[i];

                //loopCountE += 1;

                // Parse Rich Text Tag
                #region Parse Rich Text Tag
                if (m_isRichText && charCode == 60)  // '<'
                {
                    m_isParsingText = true;

                    // Check if Tag is valid. If valid, skip to the end of the validated tag.
                    if (ValidateHtmlTag(m_char_buffer, i + 1, out endTagIndex))
                    {
                        i = endTagIndex;

                        if (m_isRecalculateScaleRequired)
                        {
                            m_fontScale = (m_currentFontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f));
                            m_isRecalculateScaleRequired = false;
                        }

                        continue;
                    }
                }
                #endregion End Parse Rich Text Tag

                m_isParsingText = false;
                isMissingCharacter = false;

                // Check if we should be using a different font asset
                //if (m_fontIndex != 0)
                //{
                //    // Check if we need to load the new font asset
                //    if (m_currentFontAsset == null)
                //    {
                //        Debug.Log("Loading secondary font asset.");
                //        m_currentFontAsset = Resources.Load("Fonts & Materials/Bangers SDF", typeof(TextMeshProFont)) as TextMeshProFont;
                //        //m_sharedMaterials.Add(m_currentFontAsset.material);
                //        //m_renderer.sharedMaterials = new Material[] { m_sharedMaterial, m_currentFontAsset.material }; // m_sharedMaterials.ToArray();
                //    }
                //}              
                //Debug.Log("Char [" + (char)charCode + "] ASCII " + charCode); //is using FontIndex: " + m_fontIndex);


                // Handle Font Styles like LowerCase, UpperCase and SmallCaps.
                #region Handling of LowerCase, UpperCase and SmallCaps Font Styles
                if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase)
                {
                    // If this character is lowercase, switch to uppercase.
                    if (char.IsLower((char)charCode))
                        charCode = char.ToUpper((char)charCode);

                }
                else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase)
                {
                    // If this character is uppercase, switch to lowercase.
                    if (char.IsUpper((char)charCode))
                        charCode = char.ToLower((char)charCode);
                }
                else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps)
                {
                    if (char.IsLower((char)charCode))
                    {
                        m_fontScale = m_currentFontSize * 0.8f / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f);
                        charCode = char.ToUpper((char)charCode);
                    }
                    else
                        m_fontScale = m_currentFontSize / m_currentFontAsset.fontInfo.PointSize * (m_isOrthographic ? 1 : 0.1f);

                }
                #endregion


                // Look up Character Data from Dictionary and cache it.
                #region Look up Character Data
                m_currentFontAsset.characterDictionary.TryGetValue(charCode, out m_cached_GlyphInfo);
                if (m_cached_GlyphInfo == null)
                {
                    // Character wasn't found in the Dictionary.

                    // Check if Lowercase & Replace by Uppercase if possible
                    if (char.IsLower((char)charCode))
                    {
                        if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToUpper((char)charCode), out m_cached_GlyphInfo))
                            charCode = char.ToUpper((char)charCode);
                    }
                    else if (char.IsUpper((char)charCode))
                    {
                        if (m_currentFontAsset.characterDictionary.TryGetValue(char.ToLower((char)charCode), out m_cached_GlyphInfo))
                            charCode = char.ToLower((char)charCode);
                    }

                    // Still don't have a replacement?
                    if (m_cached_GlyphInfo == null)
                    {
                        m_currentFontAsset.characterDictionary.TryGetValue(88, out m_cached_GlyphInfo);
                        if (m_cached_GlyphInfo != null)
                        {
                            Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.", this);
                            // Replace the missing character by X (if it is found)
                            charCode = 88;
                            isMissingCharacter = true;
                        }
                        else
                        {  // At this point the character isn't in the Dictionary, the replacement X isn't either so ...
                            Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.", this);
                            continue;
                        }
                    }
                }
                #endregion


                if (m_isRightToLeft)
                    m_xAdvance -= ((m_cached_GlyphInfo.xAdvance * xadvance_multiplier + m_characterSpacing) * m_fontScale + m_cSpacing) * (1 - m_charWidthAdjDelta);


                // Store some of the text object's information
                m_textInfo.characterInfo[m_characterCount].character = (char)charCode;
                m_textInfo.characterInfo[m_characterCount].pointSize = m_currentFontSize;
                m_textInfo.characterInfo[m_characterCount].color = m_htmlColor;
                m_textInfo.characterInfo[m_characterCount].style = m_style;
                m_textInfo.characterInfo[m_characterCount].index = (short)i;
                //m_textInfo.characterInfo[m_characterCount].isIgnoringAlignment = m_isIgnoringAlignment;


                // Handle Kerning if Enabled.
                #region Handle Kerning
                if (m_enableKerning && m_characterCount >= 1)
                {
                    int prev_charCode = m_textInfo.characterInfo[m_characterCount - 1].character;
                    KerningPairKey keyValue = new KerningPairKey(prev_charCode, charCode);

                    KerningPair pair;

                    m_currentFontAsset.kerningDictionary.TryGetValue(keyValue.key, out pair);
                    if (pair != null)
                    {
                        m_xAdvance += pair.XadvanceOffset * m_fontScale;
                    }
                }
                #endregion


                // Handle Mono Spacing
                #region Handle Mono Spacing
                float monoAdvance = 0;
                if (m_monoSpacing != 0)
                {
                    monoAdvance = (m_monoSpacing / 2 - (m_cached_GlyphInfo.width / 2 + m_cached_GlyphInfo.xOffset) * m_fontScale) * (1 - m_charWidthAdjDelta);
                    m_xAdvance += monoAdvance;
                }
                #endregion


                // Set Padding based on selected font style
                #region Handle Style Padding
                if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold) // Checks for any combination of Bold Style.
                {
                    style_padding = m_currentFontAsset.BoldStyle * 2;
                    xadvance_multiplier = 1 + m_currentFontAsset.boldSpacing * 0.01f;
                }
                else
                {
                    style_padding = m_currentFontAsset.NormalStyle * 2;
                    xadvance_multiplier = 1.0f;
                }
                #endregion Handle Style Padding


                // Setup Vertices for each character.
                Vector3 top_left = new Vector3(0 + m_xAdvance + ((m_cached_GlyphInfo.xOffset - m_padding - style_padding) * m_fontScale * (1 - m_charWidthAdjDelta)), (m_cached_GlyphInfo.yOffset + m_padding) * m_fontScale - m_lineOffset + m_baselineOffset, 0);
                Vector3 bottom_left = new Vector3(top_left.x, top_left.y - ((m_cached_GlyphInfo.height + m_padding * 2) * m_fontScale), 0);
                Vector3 top_right = new Vector3(bottom_left.x + ((m_cached_GlyphInfo.width + m_padding * 2 + style_padding * 2) * m_fontScale * (1 - m_charWidthAdjDelta)), top_left.y, 0);
                Vector3 bottom_right = new Vector3(top_right.x, bottom_left.y, 0);

                // Check if we need to Shear the rectangles for Italic styles
                #region Handle Italic & Shearing
                if ((m_style & FontStyles.Italic) == FontStyles.Italic || (m_fontStyle & FontStyles.Italic) == FontStyles.Italic)
                {
                    // Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount. 
                    float shear_value = m_currentFontAsset.ItalicStyle * 0.01f;
                    Vector3 topShear = new Vector3(shear_value * ((m_cached_GlyphInfo.yOffset + m_padding + style_padding) * m_fontScale), 0, 0);
                    Vector3 bottomShear = new Vector3(shear_value * (((m_cached_GlyphInfo.yOffset - m_cached_GlyphInfo.height - m_padding - style_padding)) * m_fontScale), 0, 0);

                    top_left = top_left + topShear;
                    bottom_left = bottom_left + bottomShear;
                    top_right = top_right + topShear;
                    bottom_right = bottom_right + bottomShear;
                }
                #endregion Handle Italics & Shearing


                // Store position of vertices for each character
                m_textInfo.characterInfo[m_characterCount].topLeft = top_left;
                m_textInfo.characterInfo[m_characterCount].bottomLeft = bottom_left;
                m_textInfo.characterInfo[m_characterCount].topRight = top_right;
                m_textInfo.characterInfo[m_characterCount].bottomRight = bottom_right;
                m_textInfo.characterInfo[m_characterCount].baseLine = 0 - m_lineOffset + m_baselineOffset;
                m_textInfo.characterInfo[m_characterCount].scale = m_fontScale;


                // Compute MaxAscender & MaxDescender which is used for AutoScaling & other type layout options
                float ascender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale + m_baselineOffset;
                if ((charCode == 10 || charCode == 13) && m_characterCount > m_firstVisibleCharacterOfLine)
                    ascender = m_alignmentPadding.y * m_fontScale + m_baselineOffset;

                float descender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset;

                if (m_lineNumber == 0) m_maxAscender = m_maxAscender > ascender ? m_maxAscender : ascender;
                if (m_lineOffset == 0) pageAscender = pageAscender > ascender ? pageAscender : ascender;

                // Track Line Height
                //maxLineHeight = Mathf.Max(m_lineHeight, maxLineHeight);

                // Used to adjust line spacing when larger fonts or the size tag is used.
                if (m_baselineOffset == 0)
                    m_maxFontScale = Mathf.Max(m_maxFontScale, m_fontScale);

                // Set Characters to not visible by default.
                m_textInfo.characterInfo[m_characterCount].isVisible = false;


                // Setup Mesh for visible characters. ie. not a SPACE / LINEFEED / CARRIAGE RETURN.
                #region Handle Visible Characters
                if (charCode != 10 && charCode != 13 && charCode != 32 && charCode != 160)
                {
                    m_textInfo.characterInfo[m_characterCount].isVisible = true;

                    // Check if Character exceeds the width of the Text Container
                    #region Check for Characters Exceeding Width of Text Container
                    float width = m_width != -1 ? Mathf.Min(marginWidth + 0.0001f - m_marginLeft - m_marginRight, m_width) : marginWidth + 0.0001f - m_marginLeft - m_marginRight;

                    m_textInfo.lineInfo[m_lineNumber].width = width;
                    m_textInfo.lineInfo[m_lineNumber].marginLeft = m_marginLeft;

                    if (Mathf.Abs(m_xAdvance) + (!m_isRightToLeft ? m_cached_GlyphInfo.xAdvance : 0) * (1 - m_charWidthAdjDelta) * m_fontScale > width && !m_textContainer.isDefaultWidth)
                    {
                        ellipsisIndex = m_characterCount - 1; // Last safely rendered character

                        // Word Wrapping
                        #region Handle Word Wrapping
                        if (enableWordWrapping && m_characterCount != m_firstCharacterOfLine)
                        {

                            if (wrappingIndex == m_SavedWordWrapState.previous_WordBreak || isFirstWord)
                            {
                                // Word wrapping is no longer possible. Shrink size of text if auto-sizing is enabled.
                                if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                                {
                                    // Handle Character Width Adjustments
                                    #region Character Width Adjustments
                                    if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100)
                                    {
                                        loopCountA = 0;
                                        m_charWidthAdjDelta += 0.01f;
                                        GenerateTextMesh();
                                        return;
                                    }
                                    #endregion

                                    // Adjust Point Size
                                    m_maxFontSize = m_fontSize;

                                    m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
                                    m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;

                                    if (loopCountA > 20) return; // Added to debug
                                    GenerateTextMesh();
                                    return;
                                }

                                // Word wrapping is no longer possible, now breaking up individual words.
                                if (m_isCharacterWrappingEnabled == false)
                                {
                                    m_isCharacterWrappingEnabled = true; // Should add a check to make sure this mode is available.
                                }
                                else
                                    isLastBreakingChar = true;

                                m_recursiveCount += 1;
                                if (m_recursiveCount > 20)
                                {
                                    //Debug.Log("Recursive count exceeded!");
                                    continue;
                                }
                            }


                            // Restore to previously stored state of last valid (space character or linefeed)
                            i = RestoreWordWrappingState(ref m_SavedWordWrapState);
                            wrappingIndex = i;  // Used to detect when line length can no longer be reduced.

                            //Debug.Log("Line # " + m_lineNumber + " Last Character of Line is [" + m_textInfo.characterInfo[m_characterCount - 1].character + "]. Last Visible Character is [" + m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].character + "].");

                            // Check if Line Spacing of previous line needs to be adjusted.
                            FaceInfo face = m_currentFontAsset.fontInfo;
                            float gap = m_lineHeight == 0 ? face.LineHeight - (face.Ascender - face.Descender) : m_lineHeight - (face.Ascender - face.Descender);
                            if (m_lineNumber > 0 && m_maxFontScale != 0 && m_lineHeight == 0 && firstVisibleCharacterScale != m_maxFontScale && !m_isNewPage)
                            {
                                float offsetDelta = 0 - face.Descender * previousLineMaxScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * m_maxFontScale;
                                m_lineOffset += offsetDelta - lineOffsetDelta;
                                AdjustLineOffset(m_firstCharacterOfLine, m_characterCount - 1, offsetDelta - lineOffsetDelta);
                                m_SavedWordWrapState.lineOffset = m_lineOffset;
                            }
                            m_isNewPage = false;

                            // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
                            float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset;
                            float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale - m_lineOffset + m_baselineOffset;
                            lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2;

                            // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well.
                            float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset;
                            float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset;
                            lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2;

                            // Update maxDescender and maxVisibleDescender
                            m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;
                            if (!isMaxVisibleDescenderSet)
                                maxVisibleDescender = m_maxDescender;

                            if (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines)
                                isMaxVisibleDescenderSet = true;

                            // Track & Store lineInfo for the new line
                            m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine;
                            m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine;
                            m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount - 1 > 0 ? m_characterCount - 1 : 0;
                            m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine;
                            m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1;

                            m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender);
                            m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender);
                            m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - m_padding * m_maxFontScale;
                            m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - m_characterSpacing * m_fontScale;
                            m_textInfo.lineInfo[m_lineNumber].maxScale = m_maxFontScale;

                            m_firstCharacterOfLine = m_characterCount; // Store first character of the next line.

                            // Compute Preferred Width & Height
                            m_preferredWidth += m_xAdvance; // m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x - m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x;
                            if (m_enableWordWrapping)
                                m_preferredHeight = m_maxAscender - m_maxDescender;
                            else
                                m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender);


                            //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex +
                            //                                                    " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex +
                            //                                                    " Last Visible character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex +
                            //                                                    " Character Count: " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Length: " + m_textInfo.lineInfo[m_lineNumber].lineLength /* +
                            //                                                    "  MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + "  MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y +
                            //                                                    "  MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + "  MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y +
                            //                                                    "  Line Ascender: " + lineAscender + "  Line Descender: " + lineDescender + "  FontScale: " + m_fontScale + "  MaxFontScale: " + m_maxFontScale +
                            //                                                    "  Line MaxX: " + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x */);

                            // Store the state of the line before starting on the new line.
                            SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount - 1);

                            m_lineNumber += 1;
                            isStartOfNewLine = true;

                            // Check to make sure Array is large enough to hold a new line.
                            if (m_lineNumber >= m_textInfo.lineInfo.Length)
                                ResizeLineExtents(m_lineNumber);

                            // Apply Line Spacing based on scale of the last character of the line.
                            FontStyles style = m_textInfo.characterInfo[m_characterCount].style;
                            float scale = (style & FontStyles.Subscript) == FontStyles.Subscript || (style & FontStyles.Superscript) == FontStyles.Superscript ? m_maxFontScale : m_textInfo.characterInfo[m_characterCount].scale;
                            lineOffsetDelta = 0 - face.Descender * m_maxFontScale + (face.Ascender + gap + m_lineSpacing + m_lineSpacingDelta) * scale;
                            m_lineOffset += lineOffsetDelta;


                            previousLineMaxScale = m_maxFontScale;
                            firstVisibleCharacterScale = scale;
                            m_maxFontScale = 0;
                            m_xAdvance = 0 + tag_Indent;

                            continue;
                        }
                        #endregion End Word Wrapping


                        // Text Auto-Sizing (text exceeding Width of container. 
                        #region Handle Text Auto-Sizing
                        if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                        {
                            // Handle Character Width Adjustments
                            #region Character Width Adjustments
                            if (m_charWidthAdjDelta < m_charWidthMaxAdj / 100)
                            {
                                loopCountA = 0;
                                m_charWidthAdjDelta += 0.01f;
                                GenerateTextMesh();
                                return;
                            }
                            #endregion

                            // Adjust Point Size
                            m_maxFontSize = m_fontSize;

                            m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
                            m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;

                            m_recursiveCount = 0;
                            if (loopCountA > 20) return; // Added to debug 
                            GenerateTextMesh();
                            return;
                        }
                        #endregion End Text Auto-Sizing


                        // Handle Text Overflow
                        #region Handle Text Overflow
                        switch (m_overflowMode)
                        {
                            case TextOverflowModes.Overflow:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                break;
                            case TextOverflowModes.Ellipsis:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                m_isTextTruncated = true;

                                if (m_characterCount < 1)
                                {
                                    m_textInfo.characterInfo[m_characterCount].isVisible = false;
                                    m_visibleCharacterCount -= 1;
                                    break;
                                }

                                m_char_buffer[i - 1] = 8230;
                                m_char_buffer[i] = (char)0;

                                GenerateTextMesh();
                                return;
                            case TextOverflowModes.Masking:
                                if (!m_isMaskingEnabled)
                                    EnableMasking();
                                break;
                            case TextOverflowModes.ScrollRect:
                                if (!m_isMaskingEnabled)
                                    EnableMasking();
                                break;
                            case TextOverflowModes.Truncate:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                m_textInfo.characterInfo[m_characterCount].isVisible = false;
                                break;
                        }
                        #endregion End Text Overflow

                    }
                    #endregion End Check for Characters Exceeding Width of Text Container

                    if (charCode != 9)
                    {
                        // Setup Mesh
                        int index_X4 = m_visibleCharacterCount * 4;

                        //m_textInfo.characterInfo[m_characterCount].isVisible = true;
                        m_textInfo.characterInfo[m_characterCount].vertexIndex = (short)(0 + index_X4);

                        m_vertices[0 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomLeft;
                        m_vertices[1 + index_X4] = m_textInfo.characterInfo[m_characterCount].topLeft;
                        m_vertices[2 + index_X4] = m_textInfo.characterInfo[m_characterCount].bottomRight;
                        m_vertices[3 + index_X4] = m_textInfo.characterInfo[m_characterCount].topRight;


                        // Determine what color gets assigned to vertex.
                        #region Handle Vertex Colors
                        if (isMissingCharacter)
                            vertexColor = Color.red;
                        else if (m_overrideHtmlColors)
                            vertexColor = m_fontColor32;
                        else
                            vertexColor = m_htmlColor;


                        // Set Alpha to the lesser of vertex color or color tag alpha).
                        vertexColor.a = m_fontColor32.a < vertexColor.a ? m_fontColor32.a : vertexColor.a;

                        if (!m_enableVertexGradient)
                        {
                            m_vertColors[0 + index_X4] = vertexColor;
                            m_vertColors[1 + index_X4] = vertexColor;
                            m_vertColors[2 + index_X4] = vertexColor;
                            m_vertColors[3 + index_X4] = vertexColor;
                        }
                        else
                        {
                            if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32))
                            {
                                m_vertColors[0 + index_X4] = vertexColor;
                                m_vertColors[1 + index_X4] = vertexColor;
                                m_vertColors[2 + index_X4] = vertexColor;
                                m_vertColors[3 + index_X4] = vertexColor;
                            }
                            else
                            {
                                m_vertColors[0 + index_X4] = m_fontColorGradient.bottomLeft;
                                m_vertColors[1 + index_X4] = m_fontColorGradient.topLeft;
                                m_vertColors[2 + index_X4] = m_fontColorGradient.bottomRight;
                                m_vertColors[3 + index_X4] = m_fontColorGradient.topRight;
                            }

                            m_vertColors[0 + index_X4].a = vertexColor.a;
                            m_vertColors[1 + index_X4].a = vertexColor.a;
                            m_vertColors[2 + index_X4].a = vertexColor.a;
                            m_vertColors[3 + index_X4].a = vertexColor.a;
                        }
                        #endregion Handle Vertex Colors


                        // Apply style_padding only if this is a SDF Shader.
                        if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal))
                            style_padding = 0;


                        // Setup UVs for the Mesh
                        #region Setup UVs
                        Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_currentFontAsset.fontInfo.AtlasHeight);  // bottom left
                        Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_currentFontAsset.fontInfo.AtlasHeight);  // top left
                        Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_currentFontAsset.fontInfo.AtlasWidth, uv0.y); // bottom right
                        Vector2 uv3 = new Vector2(uv2.x, uv1.y); // top right

                        m_uvs[0 + index_X4] = uv0;
                        m_uvs[1 + index_X4] = uv1;
                        m_uvs[2 + index_X4] = uv2;
                        m_uvs[3 + index_X4] = uv3;
                        #endregion Setup UVs
                    }
                    else
                    {
                        m_textInfo.characterInfo[m_characterCount].isVisible = false;
                        m_lastVisibleCharacterOfLine = m_characterCount;
                        m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
                        m_textInfo.spaceCount += 1;
                    }


                    if (m_textInfo.characterInfo[m_characterCount].isVisible)
                    {
                        if (isStartOfNewLine) { isStartOfNewLine = false; m_firstVisibleCharacterOfLine = m_characterCount; }
                        m_visibleCharacterCount += 1;
                        m_lastVisibleCharacterOfLine = m_characterCount;
                    }
                }
                else
                {   // This is a Space, LineFeed or Carriage Return

                    // Track # of spaces per line which is used for line justification.
                    if (charCode == 9 || charCode == 32 || charCode == 160)
                    {
                        m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
                        m_textInfo.spaceCount += 1;
                    }
                }
                #endregion Handle Visible Characters


                // Store Rectangle positions for each Character.
                #region Store Character Data
                m_textInfo.characterInfo[m_characterCount].lineNumber = (short)m_lineNumber;
                m_textInfo.characterInfo[m_characterCount].pageNumber = (short)m_pageNumber;

                if (charCode != 10 && charCode != 13 && charCode != 8230 || m_textInfo.lineInfo[m_lineNumber].characterCount == 1)
                    m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification;
                #endregion Store Character Data


                // Check if text Exceeds the vertical bounds of the margin area.
                #region Check Vertical Bounds & Auto-Sizing
                if (m_maxAscender - descender + (m_alignmentPadding.w * 2 * m_fontScale) > marginHeight + 0.0001f && !m_textContainer.isDefaultHeight)
                {
                    //Debug.Log((m_maxAscender - m_maxDescender) + "  " + marginHeight);
                    //Debug.Log("Character [" + (char)charCode + "] at Index: " + m_characterCount + " has exceeded the Height of the text container. Max Ascender: " + m_maxAscender + "  Max Descender: " + m_maxDescender + "  Margin Height: " + marginHeight + " Bottom Left: " + bottom_left.y);                                              

                    // Handle Line spacing adjustments
                    #region Line Spacing Adjustments
                    if (m_enableAutoSizing && m_lineSpacingDelta > m_lineSpacingMax && m_lineNumber > 0)
                    {
                        m_lineSpacingDelta -= 1;
                        GenerateTextMesh();
                        return;
                    }
                    #endregion


                    // Handle Text Auto-sizing resulting from text exceeding vertical bounds.
                    #region Text Auto-Sizing (Text greater than vertical bounds)
                    if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                    {
                        m_maxFontSize = m_fontSize;

                        m_fontSize -= Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.05f);
                        m_fontSize = (int)(Mathf.Max(m_fontSize, m_fontSizeMin) * 20 + 0.5f) / 20f;

                        m_recursiveCount = 0;
                        if (loopCountA > 20) return; // Added to debug 
                        GenerateTextMesh();
                        return;
                    }
                    #endregion Text Auto-Sizing


                    // Handle Text Overflow
                    #region Text Overflow
                    switch (m_overflowMode)
                    {
                        case TextOverflowModes.Overflow:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            break;
                        case TextOverflowModes.Ellipsis:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            if (m_lineNumber > 0)
                            {
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index] = 8230;
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                            else
                            {
                                m_char_buffer[0] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                        case TextOverflowModes.Masking:
                            if (!m_isMaskingEnabled)
                                EnableMasking();
                            break;
                        case TextOverflowModes.ScrollRect:
                            if (!m_isMaskingEnabled)
                                EnableMasking();
                            break;
                        case TextOverflowModes.Truncate:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            // TODO : Optimize 
                            if (m_lineNumber > 0)
                            {
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                            else
                            {
                                m_char_buffer[0] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                        case TextOverflowModes.Page:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            // Ignore Page Break, Linefeed or carriage return
                            if (charCode == 13 || charCode == 10)
                                break;

                            //Debug.Log("Character is [" + (char)charCode + "] with ASCII (" + charCode + ") on Page " + m_pageNumber);

                            // Go back to previous line and re-layout 
                            i = RestoreWordWrappingState(ref m_SavedLineState);
                            if (i == 0)
                            {
                                m_char_buffer[0] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }

                            m_isNewPage = true;
                            m_xAdvance = 0 + tag_Indent;
                            m_lineOffset = 0;
                            m_lineNumber += 1;
                            m_pageNumber += 1;
                            continue;
                    }
                    #endregion End Text Overflow

                }
                #endregion Check Vertical Bounds


                // Handle xAdvance & Tabulation Stops. Tab stops at every 25% of Font Size.
                #region XAdvance, Tabulation & Stops
                if (charCode == 9)
                {
                    m_xAdvance += m_fontAsset.fontInfo.TabWidth * m_fontScale;
                }
                else if (m_monoSpacing != 0)
                    m_xAdvance += (m_monoSpacing - monoAdvance + (m_characterSpacing * m_fontScale) + m_cSpacing) * (1 - m_charWidthAdjDelta);
                else if (!m_isRightToLeft)
                {
                    m_xAdvance += ((m_cached_GlyphInfo.xAdvance * xadvance_multiplier + m_characterSpacing) * m_fontScale + m_cSpacing) * (1 - m_charWidthAdjDelta);
                }


                // Store xAdvance information
                m_textInfo.characterInfo[m_characterCount].xAdvance = m_xAdvance;

                #endregion Tabulation & Stops


                // Handle Carriage Return
                #region Carriage Return
                if (charCode == 13)
                {
                    m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));
                    m_preferredWidth = 0;
                    m_xAdvance = 0 + tag_Indent;
                }
                #endregion Carriage Return


                // Handle Line Spacing Adjustments + Word Wrapping & special case for last line.
                #region Check for Line Feed and Last Character
                if (charCode == 10 || m_characterCount == totalCharacterCount - 1)
                {
                    // Check if Line Spacing of previous line needs to be adjusted.
                    FaceInfo face = m_currentFontAsset.fontInfo;
                    float gap = m_lineHeight == 0 ? face.LineHeight - (face.Ascender - face.Descender) : m_lineHeight - (face.Ascender - face.Descender);
                    if (m_lineNumber > 0 && m_maxFontScale != 0 && m_lineHeight == 0 && firstVisibleCharacterScale != m_maxFontScale && !m_isNewPage)
                    {
                        float offsetDelta = 0 - face.Descender * previousLineMaxScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * m_maxFontScale;
                        m_lineOffset += offsetDelta - lineOffsetDelta;
                        AdjustLineOffset(m_firstCharacterOfLine, m_characterCount, offsetDelta - lineOffsetDelta);
                    }
                    m_isNewPage = false;

                    // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
                    float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset;
                    float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale - m_lineOffset + m_baselineOffset;
                    lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2;

                    // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well.
                    float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset;
                    float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_fontScale - m_lineOffset + m_baselineOffset;
                    lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2;

                    // Update maxDescender and maxVisibleDescender
                    m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;
                    if (!isMaxVisibleDescenderSet)
                        maxVisibleDescender = m_maxDescender;

                    if (m_characterCount >= m_maxVisibleCharacters || m_lineNumber >= m_maxVisibleLines)
                        isMaxVisibleDescenderSet = true;

                    // Save Line Information
                    m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = m_firstCharacterOfLine;
                    m_textInfo.lineInfo[m_lineNumber].firstVisibleCharacterIndex = m_firstVisibleCharacterOfLine;
                    m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount;
                    m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex = m_lastVisibleCharacterOfLine >= m_firstVisibleCharacterOfLine ? m_lastVisibleCharacterOfLine : m_firstVisibleCharacterOfLine;
                    m_textInfo.lineInfo[m_lineNumber].characterCount = m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex + 1;

                    m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_firstVisibleCharacterOfLine].bottomLeft.x, lineDescender);
                    m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].topRight.x, lineAscender);
                    m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - (m_padding * m_maxFontScale);
                    m_textInfo.lineInfo[m_lineNumber].maxAdvance = m_textInfo.characterInfo[m_lastVisibleCharacterOfLine].xAdvance - m_characterSpacing * m_fontScale;
                    m_textInfo.lineInfo[m_lineNumber].maxScale = m_maxFontScale;

                    m_firstCharacterOfLine = m_characterCount + 1;

                    // Store PreferredWidth paying attention to linefeed and last character of text.
                    if (charCode == 10 && m_characterCount != totalCharacterCount - 1)
                    {
                        m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));
                        m_preferredWidth = 0;
                    }
                    else
                        m_preferredWidth = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));

                    m_preferredHeight = m_maxAscender - m_maxDescender;

                    //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex +
                    //                                                    " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex +
                    //                                                    " Last Visible character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastVisibleCharacterIndex +
                    //                                                    " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Length of " + m_textInfo.lineInfo[m_lineNumber].lineLength /* +
                    //                                                    //" Extent MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + "  MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y +
                    //                                                    //"  MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + "  MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y +
                    //                                                    //"  Line Ascender: " + lineAscender + "  Line Descender: " + lineDescender +
                    //                                                    //"  Line Max: " + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x */ );


                    // Add new line if not last lines or character.
                    if (charCode == 10)
                    {
                        // Store the state of the line before starting on the new line.
                        SaveWordWrappingState(ref m_SavedLineState, i, m_characterCount);
                        // Store the state of the last Character before the new line.
                        SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);

                        m_lineNumber += 1;
                        isStartOfNewLine = true;

                        // Check to make sure Array is large enough to hold a new line.
                        if (m_lineNumber >= m_textInfo.lineInfo.Length)
                            ResizeLineExtents(m_lineNumber);

                        // Apply Line Spacing
                        float scale = (m_style & FontStyles.Subscript) == FontStyles.Subscript || (m_style & FontStyles.Superscript) == FontStyles.Superscript ? m_maxFontScale : m_fontScale;
                        lineOffsetDelta = 0 - face.Descender * m_maxFontScale + (face.Ascender + gap + m_lineSpacing + m_paragraphSpacing + m_lineSpacingDelta) * scale;
                        m_lineOffset += lineOffsetDelta;


                        previousLineMaxScale = m_maxFontScale;
                        firstVisibleCharacterScale = scale;
                        m_maxFontScale = 0;
                        //spriteScale = 1;
                        m_xAdvance = 0 + tag_LineIndent + tag_Indent;

                        ellipsisIndex = m_characterCount - 1;
                    }
                }
                #endregion Check for Linefeed or Last Character


                // Store Rectangle positions for each Character.
                #region Save CharacterInfo for the current character.
                m_textInfo.characterInfo[m_characterCount].topLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_currentFontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale; // Ascender
                m_textInfo.characterInfo[m_characterCount].bottomLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_currentFontAsset.fontInfo.Descender - m_alignmentPadding.w) * m_fontScale; // Descender
                m_textInfo.characterInfo[m_characterCount].padding = m_padding * m_fontScale;
                m_textInfo.characterInfo[m_characterCount].aspectRatio = m_cached_GlyphInfo.width / m_cached_GlyphInfo.height;
                //m_textInfo.characterInfo[m_characterCount].scale = m_fontScale;


                // Determine the bounds of the Mesh.
                if (m_textInfo.characterInfo[m_characterCount].isVisible)
                {
                    m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y));
                    m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topLeft.y));
                }


                // Save pageInfo Data
                if (charCode != 13 && charCode != 10 && m_pageNumber < 16)
                {
                    m_textInfo.pageInfo[m_pageNumber].ascender = pageAscender;
                    m_textInfo.pageInfo[m_pageNumber].descender = descender < m_textInfo.pageInfo[m_pageNumber].descender ? descender : m_textInfo.pageInfo[m_pageNumber].descender;
                    //Debug.Log("Char [" + (char)charCode + "] with ASCII (" + charCode + ") on Page # " + m_pageNumber + " with Ascender: " + m_textInfo.pageInfo[m_pageNumber].ascender + ". Descender: " + m_textInfo.pageInfo[m_pageNumber].descender);

                    if (m_pageNumber == 0 && m_characterCount == 0)
                        m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount;
                    else if (m_characterCount > 0 && m_pageNumber != m_textInfo.characterInfo[m_characterCount - 1].pageNumber)
                    {
                        m_textInfo.pageInfo[m_pageNumber - 1].lastCharacterIndex = m_characterCount - 1;
                        m_textInfo.pageInfo[m_pageNumber].firstCharacterIndex = m_characterCount;
                    }
                    else if (m_characterCount == totalCharacterCount - 1)
                        m_textInfo.pageInfo[m_pageNumber].lastCharacterIndex = m_characterCount;
                }
                #endregion Saving CharacterInfo


                // Save State of the last character
                #region Save Last Character State
                //if (m_overflowMode == TextOverflowModes.Ellipsis)
                //{
                //Debug.Log("Char [" + (char)charCode + "] at Index " + (m_characterCount % 5));
                //    SaveWordWrappingState(ref m_SavedLastCharState, i);
                //    m_SavedCharacterStates[m_characterCount % 5] = m_SavedLastCharState;
                //}
                #endregion End Last Character State


                // Save State of Mesh Creation for handling of Word Wrapping
                #region Save Word Wrapping State
                if (m_enableWordWrapping || m_overflowMode == TextOverflowModes.Truncate || m_overflowMode == TextOverflowModes.Ellipsis)
                {
                    if (charCode == 9 || charCode == 32 && !m_isNonBreakingSpace)
                    {
                        // We store the state of numerous variables for the most recent Space, LineFeed or Carriage Return to enable them to be restored 
                        // for Word Wrapping.
                        SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
                        m_isCharacterWrappingEnabled = false;
                        isFirstWord = false;
                        //Debug.Log("Storing Word Wrapping Info at CharacterCount " + m_characterCount);
                    }
                    else if ((isFirstWord || m_isCharacterWrappingEnabled == true) && m_characterCount < totalCharacterCount - 1
                        && m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode) == false
                        && m_fontAsset.lineBreakingInfo.followingCharacters.ContainsKey(m_VisibleCharacters[m_characterCount + 1]) == false
                        || isLastBreakingChar)
                        //|| m_characterCount == m_firstVisibleCharacterOfLine)
                    {
                        //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i);
                        SaveWordWrappingState(ref m_SavedWordWrapState, i, m_characterCount);
                    }
                }
                #endregion Save Word Wrapping State

                m_characterCount += 1;
            }


            // Check Auto Sizing and increase font size to fill text container.
            #region Check Auto-Sizing (Upper Font Size Bounds)
            fontSizeDelta = m_maxFontSize - m_minFontSize;
            if ((!m_textContainer.isDefaultWidth || !m_textContainer.isDefaultHeight) && !m_isCharacterWrappingEnabled && (m_enableAutoSizing && fontSizeDelta > 0.051f && m_fontSize < m_fontSizeMax))
            {
                m_minFontSize = m_fontSize;
                m_fontSize += Mathf.Max((m_maxFontSize - m_fontSize) / 2, 0.05f);
                m_fontSize = (int)(Mathf.Min(m_fontSize, m_fontSizeMax) * 20 + 0.5f) / 20f;

                if (loopCountA > 20) return; // Added to debug
                GenerateTextMesh();
                return;
            }
            #endregion End Auto-sizing Check


            m_isCharacterWrappingEnabled = false;
            
            if (m_renderMode == TextRenderFlags.GetPreferredSizes)
                return;

            // DEBUG & PERFORMANCE CHECKS (0.006ms)
            //Debug.Log("Iteration Count: " + loopCountA + ". Final Point Size: " + m_fontSize);
            //for (int i = 0; i < m_lineNumber + 1; i++)
            //{
            //    Debug.Log("Line: " + (i + 1) + "  # Char: " + m_textInfo.lineInfo[i].characterCount
            //                                 + "  Word Count: " + m_textInfo.lineInfo[i].wordCount
            //                                 + "  Space: " + m_textInfo.lineInfo[i].spaceCount
            //                                 + "  First: [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].firstCharacterIndex
            //                                 + "  Last [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastCharacterIndex
            //                                 + "  Length: " + m_textInfo.lineInfo[i].lineLength
            //                                 + "  Line Extents: " + m_textInfo.lineInfo[i].lineExtents);
            //}



            // If there are no visible characters... no need to continue
            if (m_visibleCharacterCount == 0)
            {
                if (m_vertices != null)
                {
                    Array.Clear(m_vertices, 0, m_vertices.Length);
                    m_mesh.vertices = m_vertices;
                }
                return;
            }


            int last_vert_index = m_visibleCharacterCount * 4;
            // Partial clear of the vertices array to mark unused vertices as degenerate.
            Array.Clear(m_vertices, last_vert_index, m_vertices.Length - last_vert_index);

            // Handle Text Alignment
            #region Text Vertical Alignment
            switch (m_textAlignment)
            {
                // Top Vertically
                case TextAlignmentOptions.Top:
                case TextAlignmentOptions.TopLeft:
                case TextAlignmentOptions.TopJustified:
                case TextAlignmentOptions.TopRight:
                    if (m_overflowMode != TextOverflowModes.Page)
                        m_anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_maxAscender - margins.y, 0);
                    else
                        m_anchorOffset = corners[1] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].ascender - margins.y, 0);
                    break;

                // Middle Vertically
                case TextAlignmentOptions.Left:
                case TextAlignmentOptions.Right:
                case TextAlignmentOptions.Center:
                case TextAlignmentOptions.Justified:
                    if (m_overflowMode != TextOverflowModes.Page)
                        m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxAscender + margins.y + maxVisibleDescender - margins.w) / 2, 0);
                    else
                        m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_textInfo.pageInfo[pageToDisplay].ascender + margins.y + m_textInfo.pageInfo[pageToDisplay].descender - margins.w) / 2, 0);
                    break;

                // Bottom Vertically
                case TextAlignmentOptions.Bottom:
                case TextAlignmentOptions.BottomLeft:
                case TextAlignmentOptions.BottomRight:
                case TextAlignmentOptions.BottomJustified:
                    if (m_overflowMode != TextOverflowModes.Page)
                        m_anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - maxVisibleDescender + margins.w, 0);
                    else
                        m_anchorOffset = corners[0] + new Vector3(0 + margins.x, 0 - m_textInfo.pageInfo[pageToDisplay].descender + margins.w, 0);
                    break;

                // Baseline Vertically
                case TextAlignmentOptions.Baseline:
                case TextAlignmentOptions.BaselineLeft:
                case TextAlignmentOptions.BaselineRight:
                case TextAlignmentOptions.BaselineJustified:
                    m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0, 0);
                    break;

                // Midline Vertically 
                case TextAlignmentOptions.MidlineLeft:
                case TextAlignmentOptions.Midline:
                case TextAlignmentOptions.MidlineRight:
                case TextAlignmentOptions.MidlineJustified:
                    m_anchorOffset = (corners[0] + corners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_meshExtents.max.y + margins.y + m_meshExtents.min.y - margins.w) / 2, 0);
                    break;
            }
            #endregion


            // Initialization for Second Pass
            Vector3 justificationOffset = Vector3.zero;
            Vector3 offset = Vector3.zero;
            int vert_index_X4 = 0;

            int wordCount = 0;
            int lineCount = 0;
            int lastLine = 0;

            bool isStartOfWord = false;
            int wordFirstChar = 0;
            int wordLastChar = 0;

            Color32 underlineColor = Color.white;
            Color32 strikethroughColor = Color.white;
            float underlineStartScale = 0;
            float underlineEndScale = 0;
            float underlineMaxScale = 0;
            float underlineBaseLine = Mathf.Infinity;
            int lastPage = 0;

            float strikethroughPointSize = 0;
            float strikethroughScale = 0;
            float strikethroughBaseline = 0;

            m_meshExtents.min = k_InfinityVector;
            m_meshExtents.max = -k_InfinityVector;

            // Second Pass : Line Justification, UV Mapping, Character & Line Visibility & more.
            #region Handle Line Justification & UV Mapping & Character Visibility & More
            for (int i = 0; i < m_characterCount; i++)
            {
                int currentLine = m_textInfo.characterInfo[i].lineNumber;

                char currentCharacter = m_textInfo.characterInfo[i].character;
                TMP_LineInfo lineInfo = m_textInfo.lineInfo[currentLine];
                TextAlignmentOptions lineAlignment = lineInfo.alignment;
                lineCount = currentLine + 1;

                // Process Line Justification
                #region Handle Line Justification
                switch (lineAlignment)
                {
                    case TextAlignmentOptions.TopLeft:
                    case TextAlignmentOptions.Left:
                    case TextAlignmentOptions.BottomLeft:
                    case TextAlignmentOptions.BaselineLeft:
                    case TextAlignmentOptions.MidlineLeft:
                        if (!m_isRightToLeft)
                            justificationOffset = new Vector3(0 + lineInfo.marginLeft, 0, 0);
                        else
                            justificationOffset = new Vector3(0 - lineInfo.maxAdvance, 0, 0);
                        break;
                    case TextAlignmentOptions.Top:
                    case TextAlignmentOptions.Center:
                    case TextAlignmentOptions.Bottom:
                    case TextAlignmentOptions.Baseline:
                    case TextAlignmentOptions.Midline:
                        justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width / 2 - lineInfo.maxAdvance / 2, 0, 0);
                        break;
                    case TextAlignmentOptions.TopRight:
                    case TextAlignmentOptions.Right:
                    case TextAlignmentOptions.BottomRight:
                    case TextAlignmentOptions.BaselineRight:
                    case TextAlignmentOptions.MidlineRight:
                        if (!m_isRightToLeft)
                            justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width - lineInfo.maxAdvance, 0, 0);
                        else
                            justificationOffset = new Vector3(lineInfo.marginLeft + lineInfo.width, 0, 0);
                        break;
                    case TextAlignmentOptions.TopJustified:
                    case TextAlignmentOptions.Justified:
                    case TextAlignmentOptions.BottomJustified:
                    case TextAlignmentOptions.MidlineJustified:
                        charCode = m_textInfo.characterInfo[i].character;
                        char lastCharOfCurrentLine = m_textInfo.characterInfo[lineInfo.lastCharacterIndex].character;
                                  
                        if (char.IsWhiteSpace(lastCharOfCurrentLine) && !char.IsControl(lastCharOfCurrentLine) && currentLine < m_lineNumber)
                        {   // All lines are justified accept the last one.
                            //float gap = (corners[3].x - margins.z) - (corners[0].x + margins.x) - (lineInfo.maxAdvance);
                            float gap = lineInfo.width - lineInfo.maxAdvance;

                            if (currentLine != lastLine || i == 0)
                                justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0);
                            else
                            {
                                if (charCode == 9 || charCode == 32 || charCode == 160)
                                {
                                    justificationOffset += new Vector3(gap * (1 - m_wordWrappingRatios) / (lineInfo.spaceCount - 1), 0, 0);
                                }
                                else
                                {
                                    justificationOffset += new Vector3(gap * m_wordWrappingRatios / (lineInfo.characterCount - lineInfo.spaceCount - 1), 0, 0);
                                }
                            }
                        }
                        else
                            justificationOffset = new Vector3(lineInfo.marginLeft, 0, 0); // Keep last line left justified.

                        //Debug.Log("Char [" + (char)charCode + "] Code: " + charCode + "  Offset: " + justificationOffset + "  # Spaces: " + lineInfo.spaceCount + "  # Characters: " + lineInfo.characterCount + "  CurrentLine: " + currentLine + "  Last Line: " + lastLine + "  i: " + i);                      
                        break;
                }
                #endregion End Text Justification
              
                offset = m_anchorOffset + justificationOffset;

                // Handle UV2 mapping options and packing of scale information into UV2.
                #region Handling of UV2 mapping & Scale packing
                bool isCharacterVisible = m_textInfo.characterInfo[i].isVisible;
                if (isCharacterVisible)
                {
                    Extents lineExtents = lineInfo.lineExtents;
                    float uvOffset = (m_uvLineOffset * currentLine) % 1 + m_uvOffset.x;
                    

                    // Setup UV2 based on Character Mapping Options Selected
                    #region Handle UV Mapping Options
                    switch (m_horizontalMapping) 
                    {
                        case TextureMappingOptions.Character:
                            m_uv2s[vert_index_X4 + 0].x = 0 + m_uvOffset.x;
                            m_uv2s[vert_index_X4 + 1].x = 0 + m_uvOffset.x;
                            m_uv2s[vert_index_X4 + 2].x = 1 + m_uvOffset.x;
                            m_uv2s[vert_index_X4 + 3].x = 1 + m_uvOffset.x;
                            break;

                        case TextureMappingOptions.Line:
                            if (m_textAlignment != TextAlignmentOptions.Justified)
                            {
                                m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                break;
                            }
                            else // Special Case if Justified is used in Line Mode.
                            {
                                m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                break;
                            }

                        case TextureMappingOptions.Paragraph:
                            m_uv2s[vert_index_X4 + 0].x = (m_vertices[vert_index_X4 + 0].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uv2s[vert_index_X4 + 1].x = (m_vertices[vert_index_X4 + 1].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uv2s[vert_index_X4 + 2].x = (m_vertices[vert_index_X4 + 2].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uv2s[vert_index_X4 + 3].x = (m_vertices[vert_index_X4 + 3].x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            break;

                        case TextureMappingOptions.MatchAspect:

                            switch (m_verticalMapping)
                            {
                                case TextureMappingOptions.Character:
                                    m_uv2s[vert_index_X4 + 0].y = 0 + m_uvOffset.y;
                                    m_uv2s[vert_index_X4 + 1].y = 1 + m_uvOffset.y;
                                    m_uv2s[vert_index_X4 + 2].y = 0 + m_uvOffset.y;
                                    m_uv2s[vert_index_X4 + 3].y = 1 + m_uvOffset.y;
                                    break;

                                case TextureMappingOptions.Line:
                                    m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
                                    m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
                                    m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y;
                                    m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y;
                                    break;

                                case TextureMappingOptions.Paragraph:
                                    m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
                                    m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
                                    m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y;
                                    m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y;
                                    break;

                                case TextureMappingOptions.MatchAspect:
                                    Debug.Log("ERROR: Cannot Match both Vertical & Horizontal.");
                                    break;
                            }

                            //float xDelta = 1 - (_uv2s[vert_index + 0].y * textMeshCharacterInfo[i].AspectRatio); // Left aligned
                            float xDelta = (1 - ((m_uv2s[vert_index_X4 + 0].y + m_uv2s[vert_index_X4 + 1].y) * m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle
                            //float xDelta = 0;

                            m_uv2s[vert_index_X4 + 0].x = (m_uv2s[vert_index_X4 + 0].y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset;
                            m_uv2s[vert_index_X4 + 1].x = m_uv2s[vert_index_X4 + 0].x;
                            m_uv2s[vert_index_X4 + 2].x = (m_uv2s[vert_index_X4 + 1].y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset;
                            m_uv2s[vert_index_X4 + 3].x = m_uv2s[vert_index_X4 + 2].x;
                            break;
                    }

                    switch (m_verticalMapping)
                    {
                        case TextureMappingOptions.Character:
                            m_uv2s[vert_index_X4 + 0].y = 0 + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 1].y = 1 + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 2].y = 0 + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 3].y = 1 + m_uvOffset.y;
                            break;

                        case TextureMappingOptions.Line:
                            m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y;
                            m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y;
                            break;

                        case TextureMappingOptions.Paragraph:
                            m_uv2s[vert_index_X4 + 0].y = (m_vertices[vert_index_X4].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 1].y = (m_vertices[vert_index_X4 + 1].y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4].y;
                            m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y;
                            break;

                        case TextureMappingOptions.MatchAspect:
                            //float yDelta = 1 - (_uv2s[vert_index + 2].x / textMeshCharacterInfo[i].AspectRatio); // Top Corner
                            float yDelta = (1 - ((m_uv2s[vert_index_X4 + 0].x + m_uv2s[vert_index_X4 + 2].x) / m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle
                            //float yDelta = 0;

                            m_uv2s[vert_index_X4 + 0].y = yDelta + (m_uv2s[vert_index_X4 + 0].x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 1].y = yDelta + (m_uv2s[vert_index_X4 + 2].x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y;
                            m_uv2s[vert_index_X4 + 2].y = m_uv2s[vert_index_X4 + 0].y;
                            m_uv2s[vert_index_X4 + 3].y = m_uv2s[vert_index_X4 + 1].y;
                            break;
                    }
                    #endregion


                    // Pack UV's so that we can pass Xscale needed for Shader to maintain 1:1 ratio.
                    #region Pack Scale into UV2
                    float xScale = m_textInfo.characterInfo[i].scale * lossyScale * (1 - m_charWidthAdjDelta);
                    if ((m_textInfo.characterInfo[i].style & FontStyles.Bold) == FontStyles.Bold) xScale *= -1;

                    float x0 = m_uv2s[vert_index_X4 + 0].x;
                    float y0 = m_uv2s[vert_index_X4 + 0].y;
                    float x1 = m_uv2s[vert_index_X4 + 3].x;
                    float y1 = m_uv2s[vert_index_X4 + 3].y;

                    float dx = Mathf.Floor(x0);
                    float dy = Mathf.Floor(y0);

                    x0 = x0 - dx;
                    x1 = x1 - dx;
                    y0 = y0 - dy;
                    y1 = y1 - dy;

                    m_uv2s[vert_index_X4 + 0] = PackUV(x0, y0, xScale);
                    m_uv2s[vert_index_X4 + 1] = PackUV(x0, y1, xScale);
                    m_uv2s[vert_index_X4 + 2] = PackUV(x1, y0, xScale);
                    m_uv2s[vert_index_X4 + 3] = PackUV(x1, y1, xScale);
                    #endregion

                    // Enables control of the visibility of Characters, Lines and Pages.
                    #region Handle Character, Word and Line visibility.
                    if (i < m_maxVisibleCharacters && currentLine < m_maxVisibleLines && m_overflowMode != TextOverflowModes.Page)
                    {
                        m_vertices[vert_index_X4 + 0] += offset;
                        m_vertices[vert_index_X4 + 1] += offset;
                        m_vertices[vert_index_X4 + 2] += offset;
                        m_vertices[vert_index_X4 + 3] += offset;
                    }
                    else if (i < m_maxVisibleCharacters && currentLine < m_maxVisibleLines && m_overflowMode == TextOverflowModes.Page && m_textInfo.characterInfo[i].pageNumber == pageToDisplay)
                    {
                        m_vertices[vert_index_X4 + 0] += offset;
                        m_vertices[vert_index_X4 + 1] += offset;
                        m_vertices[vert_index_X4 + 2] += offset;
                        m_vertices[vert_index_X4 + 3] += offset;
                    }
                    else
                    {
                        m_vertices[vert_index_X4 + 0] *= 0;
                        m_vertices[vert_index_X4 + 1] *= 0;
                        m_vertices[vert_index_X4 + 2] *= 0;
                        m_vertices[vert_index_X4 + 3] *= 0;
                    }
                    #endregion

                    vert_index_X4 += 4;
                }
                #endregion

                // Apply Alignment and Justification Offset
                m_textInfo.characterInfo[i].bottomLeft += offset;
                m_textInfo.characterInfo[i].topLeft += offset;
                m_textInfo.characterInfo[i].topRight += offset;
                m_textInfo.characterInfo[i].bottomRight += offset;
        
                m_textInfo.characterInfo[i].topLine += offset.y;
                m_textInfo.characterInfo[i].bottomLine += offset.y;
                m_textInfo.characterInfo[i].baseLine += offset.y;

                // Update MeshExtents
                if (isCharacterVisible)
                {
                    m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[i].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[i].bottomLeft.y));
                    m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[i].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[i].topLeft.y));
                }

                // Store Max Ascender & Descender
                m_textInfo.lineInfo[currentLine].ascender = m_textInfo.characterInfo[i].topLine > m_textInfo.lineInfo[currentLine].ascender ? m_textInfo.characterInfo[i].topLine : m_textInfo.lineInfo[currentLine].ascender;
                m_textInfo.lineInfo[currentLine].descender = m_textInfo.characterInfo[i].bottomLine < m_textInfo.lineInfo[currentLine].descender ? m_textInfo.characterInfo[i].bottomLine : m_textInfo.lineInfo[currentLine].descender;


                // Need to recompute lineExtent to account for the offset from justification.
                #region Adjust lineExtents resulting from alignment offset
                if (currentLine != lastLine || i == m_characterCount - 1)
                {
                    // Update the previous line's extents
                    if (currentLine != lastLine)
                    {
                        m_textInfo.lineInfo[lastLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[lastLine].descender);
                        m_textInfo.lineInfo[lastLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[lastLine].ascender);
                    }

                    // Update the current line's extents
                    if (i == m_characterCount - 1)
                    {
                        m_textInfo.lineInfo[currentLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[currentLine].descender);
                        m_textInfo.lineInfo[currentLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[currentLine].lastVisibleCharacterIndex].topRight.x, m_textInfo.lineInfo[currentLine].ascender);
                    }
                }
                #endregion


                // Track Word Count per line and for the object
                #region Track Word Count
                if (char.IsLetterOrDigit(currentCharacter) || currentCharacter == 39 || currentCharacter == 8217)
                {
                    if (isStartOfWord == false)
                    {
                        isStartOfWord = true;
                        wordFirstChar = i;
                    }

                    // If last character is a word
                    if (isStartOfWord && i == m_characterCount - 1)
                    {
                        wordLastChar = i;
                        wordCount += 1;
                        m_textInfo.lineInfo[currentLine].wordCount += 1;

                        TMP_WordInfo wordInfo = new TMP_WordInfo();
                        wordInfo.firstCharacterIndex = wordFirstChar;
                        wordInfo.lastCharacterIndex = wordLastChar;
                        wordInfo.characterCount = wordLastChar - wordFirstChar + 1;
                        m_textInfo.wordInfo.Add(wordInfo);
                    }
                }
                else if (isStartOfWord || i == 0 && (char.IsPunctuation(currentCharacter) || char.IsWhiteSpace(currentCharacter) || i == m_characterCount - 1))
                {
                    wordLastChar = i == m_characterCount - 1 && char.IsLetterOrDigit(currentCharacter) ? i : i - 1;
                    isStartOfWord = false;

                    wordCount += 1;
                    m_textInfo.lineInfo[currentLine].wordCount += 1;

                    TMP_WordInfo wordInfo = new TMP_WordInfo();
                    wordInfo.firstCharacterIndex = wordFirstChar;
                    wordInfo.lastCharacterIndex = wordLastChar;
                    wordInfo.characterCount = wordLastChar - wordFirstChar + 1;
                    m_textInfo.wordInfo.Add(wordInfo);
                    //Debug.Log("Word #" + wordCount + " is [" + wordInfo.word + "] Start Index: " + wordInfo.firstCharacterIndex + "  End Index: " + wordInfo.lastCharacterIndex);
                }
                #endregion


                // Setup & Handle Underline
                #region Underline
                // NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline.
                bool isUnderline = (m_textInfo.characterInfo[i].style & FontStyles.Underline) == FontStyles.Underline;
                if (isUnderline)
                {
                    bool isUnderlineVisible = true;
                    int currentPage = m_textInfo.characterInfo[i].pageNumber;

                    if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && currentPage + 1 != m_pageToDisplay))
                        isUnderlineVisible = false;

                    // We only use the scale of visible characters.
                    if (currentCharacter != 10 && currentCharacter != 13 && currentCharacter != 32 && currentCharacter != 160)
                    {
                        underlineMaxScale = Mathf.Max(underlineMaxScale, m_textInfo.characterInfo[i].scale);
                        underlineBaseLine = Mathf.Min(currentPage == lastPage ? underlineBaseLine : Mathf.Infinity, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * underlineMaxScale);
                        lastPage = currentPage; // Need to track pages to ensure we reset baseline for the new pages.
                    }

                    if (beginUnderline == false && isUnderlineVisible == true && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13)
                    {
                        if (i == lineInfo.lastVisibleCharacterIndex && (currentCharacter == 32 || currentCharacter == 160))
                        { }
                        else
                        {
                            beginUnderline = true;
                            underlineStartScale = m_textInfo.characterInfo[i].scale;
                            if (underlineMaxScale == 0) underlineMaxScale = underlineStartScale;
                            underline_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, underlineBaseLine, 0);
                            underlineColor = m_textInfo.characterInfo[i].color;
                        }
                    }

                    // End Underline if text only contains one character.
                    if (beginUnderline && m_characterCount == 1)
                    {
                        beginUnderline = false;
                        underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0);
                        underlineEndScale = m_textInfo.characterInfo[i].scale;

                        DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor);
                        underlineMaxScale = 0;
                        underlineBaseLine = Mathf.Infinity;
                    }
                    else if (beginUnderline && (i == lineInfo.lastCharacterIndex || i >= lineInfo.lastVisibleCharacterIndex))
                    {
                        // Terminate underline at previous visible character if space or carriage return.
                        if (currentCharacter == 10 || currentCharacter == 13 || currentCharacter == 32 || currentCharacter == 160)
                        {
                            int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
                            underline_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, underlineBaseLine, 0);
                            underlineEndScale = m_textInfo.characterInfo[lastVisibleCharacterIndex].scale;
                        }
                        else
                        {   // End underline if last character of the line.
                            underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, underlineBaseLine, 0);
                            underlineEndScale = m_textInfo.characterInfo[i].scale;
                        }

                        beginUnderline = false;
                        DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor);
                        underlineMaxScale = 0;
                        underlineBaseLine = Mathf.Infinity;
                    }
                    else if (beginUnderline && !isUnderlineVisible)
                    {
                        beginUnderline = false;
                        underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0);
                        underlineEndScale = m_textInfo.characterInfo[i - 1].scale;

                        DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor);
                        underlineMaxScale = 0;
                        underlineBaseLine = Mathf.Infinity;
                    }
                }
                else
                {
                    // End Underline
                    if (beginUnderline == true)
                    {
                        beginUnderline = false;
                        underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, underlineBaseLine, 0);
                        underlineEndScale = m_textInfo.characterInfo[i - 1].scale;

                        DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index, underlineStartScale, underlineEndScale, underlineMaxScale, underlineColor);
                        underlineMaxScale = 0;
                        underlineBaseLine = Mathf.Infinity;
                    }
                }
                #endregion


                // Setup & Handle Strikethrough
                #region Strikethrough
                // NOTE: Need to figure out how underline will be handled with multiple fonts and which font will be used for the underline.
                bool isStrikethrough = (m_textInfo.characterInfo[i].style & FontStyles.Strikethrough) == FontStyles.Strikethrough;
                if (isStrikethrough)
                {
                    bool isStrikeThroughVisible = true;

                    if (i > m_maxVisibleCharacters || currentLine > m_maxVisibleLines || (m_overflowMode == TextOverflowModes.Page && m_textInfo.characterInfo[i].pageNumber + 1 != m_pageToDisplay))
                        isStrikeThroughVisible = false;

                    if (beginStrikethrough == false && isStrikeThroughVisible && i <= lineInfo.lastVisibleCharacterIndex && currentCharacter != 10 && currentCharacter != 13)
                    {
                        if (i == lineInfo.lastVisibleCharacterIndex && (currentCharacter == 32 || currentCharacter == 160))
                        { }
                        else
                        {
                            beginStrikethrough = true;
                            strikethroughPointSize = m_textInfo.characterInfo[i].pointSize;
                            strikethroughScale = m_textInfo.characterInfo[i].scale;
                            strikethrough_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2.75f * strikethroughScale, 0);
                            strikethroughColor = m_textInfo.characterInfo[i].color;
                            strikethroughBaseline = m_textInfo.characterInfo[i].baseLine;
                            //Debug.Log("Char [" + currentCharacter + "] Start Strikethrough POS: " + strikethrough_start);
                        }
                    }

                    // End Strikethrough if text only contains one character.
                    if (beginStrikethrough && m_characterCount == 1)
                    {
                        beginStrikethrough = false;
                        strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);

                        DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor);
                    }
                    else if (beginStrikethrough && i == lineInfo.lastCharacterIndex)
                    {
                        // Terminate Strikethrough at previous visible character if space or carriage return.
                        if (currentCharacter == 10 || currentCharacter == 13 || currentCharacter == 32 || currentCharacter == 160)
                        {
                            int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
                            strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);
                        }
                        else
                        {
                            // Terminate Strikethrough at last character of line.
                            strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);
                        }

                        beginStrikethrough = false;
                        DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor);
                    }
                    else if (beginStrikethrough && i < m_characterCount && (m_textInfo.characterInfo[i + 1].pointSize != strikethroughPointSize || !TMP_Math.Equals(m_textInfo.characterInfo[i + 1].baseLine + offset.y, strikethroughBaseline)))
                    {
                        // Terminate Strikethrough if scale changes.
                        beginStrikethrough = false;

                        int lastVisibleCharacterIndex = lineInfo.lastVisibleCharacterIndex;
                        if (i > lastVisibleCharacterIndex)
                            strikethrough_end = new Vector3(m_textInfo.characterInfo[lastVisibleCharacterIndex].topRight.x, m_textInfo.characterInfo[lastVisibleCharacterIndex].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);
                        else
                            strikethrough_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);

                        DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor);
                        //Debug.Log("Char [" + currentCharacter + "] at Index: " + i + "  End Strikethrough POS: " + strikethrough_end + "  Baseline: " + m_textInfo.characterInfo[i].baseLine.ToString("f3"));
                    }
                    else if (beginStrikethrough && !isStrikeThroughVisible)
                    {
                        // Terminate Strikethrough if character is not visible.
                        beginStrikethrough = false;
                        strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * strikethroughScale, 0);

                        DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor);
                    }
                }
                else
                {
                    // End Underline
                    if (beginStrikethrough == true)
                    {
                        beginStrikethrough = false;
                        strikethrough_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + (font.fontInfo.Ascender + font.fontInfo.Descender) / 2 * m_fontScale, 0);

                        DrawUnderlineMesh(strikethrough_start, strikethrough_end, ref last_vert_index, strikethroughScale, strikethroughScale, strikethroughScale, strikethroughColor);
                    }
                }
                #endregion


                lastLine = currentLine;
            }
            #endregion


            // METRICS ABOUT THE TEXT OBJECT
            m_textInfo.characterCount = (short)m_characterCount;
            m_textInfo.lineCount = (short)lineCount;
            m_textInfo.wordCount = wordCount != 0 && m_characterCount > 0 ? (short)wordCount : (short)1;
            m_textInfo.pageCount = m_pageNumber + 1;
            

            // Store Mesh information in MeshInfo
            m_textInfo.meshInfo.vertices = m_vertices;
            m_textInfo.meshInfo.uvs0 = m_uvs;
            m_textInfo.meshInfo.uvs2 = m_uv2s;
            m_textInfo.meshInfo.colors32 = m_vertColors;


            // If Advanced Layout Component is present, don't upload the mesh.
            if (m_renderMode == TextRenderFlags.Render)
            {
                //Debug.Log("Uploading Mesh normally.");
                // Upload Mesh Data 
                m_mesh.MarkDynamic();

                m_mesh.vertices = m_vertices;
                m_mesh.uv = m_uvs;
                m_mesh.uv2 = m_uv2s;
                m_mesh.colors32 = m_vertColors;

                //m_maskOffset = new Vector4(m_mesh.bounds.center.x, m_mesh.bounds.center.y, m_mesh.bounds.size.x, m_mesh.bounds.size.y);
            }

            // Setting Mesh Bounds manually is more efficient.
            //m_mesh.bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0), new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0));
            m_mesh.RecalculateBounds();


            //m_isCharacterWrappingEnabled = false;
            //Debug.Log("Corners [0] " + corners[0] + "  [1] " + corners[1] + " [2] " + corners[2] + " [3] " + corners[3]);
            //Debug.Log("Done rendering.");


            // Option to re-size the Text Container to match the text.
            if ((m_textContainer.isDefaultWidth || m_textContainer.isDefaultHeight) && m_textContainer.isAutoFitting)
            {
                //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.isDefaultWidth + "  Default Height:" + m_textContainer.isDefaultHeight);
                if (m_textContainer.isDefaultWidth)
                {
                    m_textContainer.width = m_preferredWidth + margins.x + margins.z;
                    //Debug.Log("Text Container's Width adjusted to fit text.");
                }

                if (m_textContainer.isDefaultHeight)
                {
                    //m_textContainer.height = m_maxAscender + margins.y - m_maxDescender + margins.w + m_alignmentPadding.y * m_fontScale * 2;
                    m_textContainer.height = m_preferredHeight + margins.y + margins.w;
                    //Debug.Log("Text Container's Height adjusted to fit text.");
                }
             
                //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.width + "  Default Height:" + m_textContainer.height);
                if (m_isMaskingEnabled) isMaskUpdateRequired = true;
                
                // Since changing the size of the Text Container with set the .hasChanged flag, the text object with be regenerated.
                GenerateTextMesh();
                return;
            }



            //for (int i = 0; i < m_lineNumber + 1; i++)
            //{
            //    Debug.Log("Line: " + (i + 1) + "  # Char: " + m_textInfo.lineInfo[i].characterCount
            //                                 + "  Word Count: " + m_textInfo.lineInfo[i].wordCount
            //                                 + "  Space: " + m_textInfo.lineInfo[i].spaceCount
            //                                 + "  First: [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].firstCharacterIndex
            //                                 + "  Last [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastCharacterIndex
            //                                 + "  Last visible [" + m_textInfo.characterInfo[m_textInfo.lineInfo[i].lastVisibleCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[i].lastVisibleCharacterIndex
            //                                 + "  Length: " + m_textInfo.lineInfo[i].lineLength
            //                                 + "  Line Extents: " + m_textInfo.lineInfo[i].lineExtents);
            //}

            // Event indicating the text has been regenerated.
            TMPro_EventManager.ON_TEXT_CHANGED(this);

            //Profiler.EndSample();
            //m_StopWatch.Stop(); 
            //Debug.Log("Preferred Width: " + m_preferredWidth + "  Height: " + m_preferredHeight); // + "  Margin Width: " + marginWidth + "  xAdvance Total: " + totalxAdvance);
            //Debug.Log("Done Rendering Text Object. Total Character Count is " + m_textInfo.characterCount + ".  Preferred Width: " + m_preferredWidth + "  Height: " + m_preferredHeight);
            //Debug.Log("TimeElapsed is:" + (m_StopWatch.ElapsedTicks / 10000f).ToString("f4"));
            //m_StopWatch.Reset();     
        }
        /// <summary>
        /// This is the main function that is responsible for creating / displaying the text.
        /// </summary>
        void GenerateTextMesh()
        {
            //Debug.Log("GenerateTextMesh() called."); // Assigned Material is " + m_uiRenderer.GetMaterial().name); // IncludeForMasking " + this.m_IncludeForMasking); // and text is " + m_text);
            //Debug.Log(this.defaultMaterial.GetInstanceID() + "  " + m_sharedMaterial.GetInstanceID() + "  " + m_uiRenderer.GetMaterial().GetInstanceID());
            // Early exit if no font asset was assigned. This should not be needed since Arial SDF will be assigned by default.
            if (m_fontAsset.characterDictionary == null)
            {
                Debug.Log("Can't Generate Mesh! No Font Asset has been assigned to Object ID: " + this.GetInstanceID());
                return;
            }

            // Reset TextInfo
            if (m_textInfo != null)
            {
                m_textInfo.characterCount = 0;
                m_textInfo.lineCount = 0;
                m_textInfo.spaceCount = 0;
                m_textInfo.wordCount = 0;
                m_textInfo.minWidth = 0;
            }

            // Early exit if we don't have any Text to generate.
            if (m_char_buffer == null || m_char_buffer.Length == 0 || m_char_buffer[0] == (char)0)
            {
                //Debug.Log("Early Out! No Text has been set.");
                if (m_uiVertices != null)
                {
                    m_uiRenderer.SetVertices(m_uiVertices, 0);
                }

                m_preferredWidth = 0;
                m_preferredHeight = 0;

                // This should only be called if there is a layout component attached
                if (IsRectTransformDriven) LayoutRebuilder.MarkLayoutForRebuild(m_rectTransform);
                return;
            }

            // Determine how many characters will be visible and make the necessary allocations (if needed).
            int totalCharacterCount = SetArraySizes(m_char_buffer);

            m_fontIndex = 0; // Will be used when support for using different font assets or sprites withint the same object will be added.
            m_fontAssetArray[m_fontIndex] = m_fontAsset;

            // Scale the font to approximately match the point size
            m_fontScale = (m_fontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize);
            //float baseScale = m_fontScale; // BaseScale keeps the character aligned vertically since <size=+000> results in font of different scale.
            m_maxFontScale = 0;
            float previousFontScale = 0;
            m_currentFontSize = m_fontSize;
            float fontSizeDelta = 0;

            int charCode = 0; // Holds the character code of the currently being processed character.
            //int prev_charCode = 0;
            bool isMissingCharacter; // Used to handle missing characters in the Font Atlas / Definition.

            //bool isLineTruncated = false;

            m_style = m_fontStyle; // Set the default style.
            m_lineJustification = m_textAlignment; // Sets the line justification mode to match editor alignment.

            // GetPadding to adjust the size of the mesh due to border thickness, softness, glow, etc...
            if (checkPaddingRequired)
            {
                checkPaddingRequired = false;
                m_padding = ShaderUtilities.GetPadding(m_uiRenderer.GetMaterial(), m_enableExtraPadding, m_isUsingBold);
                m_alignmentPadding = ShaderUtilities.GetFontExtent(m_sharedMaterial);
                m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
            }

            float style_padding = 0; // Extra padding required to accomodate Bold style.
            float xadvance_multiplier = 1; // Used to increase spacing between character when style is bold.

            m_baselineOffset = 0; // Used by subscript characters.

            bool beginUnderline = false;
            Vector3 underline_start = Vector3.zero; // Used to track where underline starts & ends.
            Vector3 underline_end = Vector3.zero;

            m_fontColor32 = m_fontColor;
            Color32 vertexColor;
            m_htmlColor = m_fontColor32;

            m_lineOffset = 0; // Amount of space between lines (font line spacing + m_linespacing).
            m_cSpacing = 0; // Amount of space added between characters as a result of the use of the <cspace> tag.
            float lineOffsetDelta = 0;
            m_xAdvance = 0; // Used to track the position of each character.
            m_maxXAdvance = 0;

            m_lineNumber = 0;
            m_characterCount = 0; // Total characters in the char[]
            m_visibleCharacterCount = 0; // # of visible characters.

            // Limit Line Length to whatever size fits all characters on a single line.
            //m_lineLength = m_lineLength > max_LineWrapLength ? max_LineWrapLength : m_lineLength;
            int firstCharacterOfLine = 0;
            int lastCharacterOfLine = 0;

            int ellipsisIndex = 0;
            //int truncateIndex = -1;
            //bool isLineTruncated = false;
            //int truncatedLine = 0;
            //m_isTextTruncated = false;

            m_rectTransform.GetLocalCorners(m_rectCorners); // m_textContainer.corners;
            //Debug.Log (corners [0] + "  " + corners [2]);
            Vector4 margins = m_margin; // _textContainer.margins;
            float marginWidth = m_marginWidth; // m_rectTransform.rect.width - margins.z - margins.x;
            float marginHeight = m_marginHeight; // m_rectTransform.rect.height - margins.y - margins.w;

            m_preferredWidth = 0;
            m_preferredHeight = 0;
            //m_layoutWidth = 0;
            //m_layoutHeight = 0;

            // Initialize struct to track states of word wrapping
            m_SavedWordWrapState = new WordWrapState();
            m_SavedLineState = new WordWrapState();
            int wrappingIndex = 0;

            // Need to initialize these Extents Structs
            m_meshExtents = new Extents(k_InfinityVector, -k_InfinityVector);
            if (m_textInfo.wordInfo == null)
                m_textInfo.wordInfo = new List<WordInfo>();
            else
                m_textInfo.wordInfo.Clear();

            if (m_textInfo.lineInfo == null) m_textInfo.lineInfo = new LineInfo[2];
            for (int i = 0; i < m_textInfo.lineInfo.Length; i++)
            {
                m_textInfo.lineInfo[i] = new LineInfo();
                m_textInfo.lineInfo[i].lineExtents = new Extents(k_InfinityVector, -k_InfinityVector);
                m_textInfo.lineInfo[i].ascender = -k_InfinityVector.x;
                m_textInfo.lineInfo[i].descender = k_InfinityVector.x;
            }

            // Tracking of the highest Ascender
            m_maxAscender = 0;
            m_maxDescender = 0;

            bool isLineOffsetAdjusted = false;

            int endTagIndex = 0;
            // Parse through Character buffer to read html tags and begin creating mesh.
            for (int i = 0; m_char_buffer[i] != 0; i++)
            {
                m_tabSpacing = -999;
                m_spacing = -999;
                charCode = m_char_buffer[i];

                //Debug.Log("i:" + i + "  Character [" + (char)charCode + "]");
                //loopCountE += 1;

                if (m_isRichText && charCode == 60)  // '<'
                {
                    // Check if Tag is valid. If valid, skip to the end of the validated tag.
                    if (ValidateHtmlTag(m_char_buffer, i + 1, out endTagIndex))
                    {
                        i = endTagIndex;

                        if (m_isRecalculateScaleRequired)
                        {
                            m_fontScale = m_currentFontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize;
                            //isAffectingWordWrapping = true;
                            m_isRecalculateScaleRequired = false;
                        }

                        if (m_tabSpacing != -999)
                        {
                            // Move character to a fix position. Position expresses in characters (approximation).
                            m_xAdvance = m_tabSpacing * m_cached_Underline_GlyphInfo.width * m_fontScale;
                        }

                        if (m_spacing != -999)
                        {
                            m_xAdvance += m_spacing * m_fontScale * m_cached_Underline_GlyphInfo.width;
                        }

                        continue;
                    }
                }

                isMissingCharacter = false;

                // Check if we should be using a different font asset
                //if (m_fontIndex != 0)
                //{
                //    // Check if we need to load the new font asset
                //    if (m_fontAssetArray[m_fontIndex] == null)
                //    {
                //        Debug.Log("Loading secondary font asset.");
                //        m_fontAssetArray[m_fontIndex] = Resources.Load("Fonts & Materials/Bangers SDF", typeof(TextMeshProFont)) as TextMeshProFont;
                //        //m_sharedMaterials.Add(m_fontAssetArray[m_fontIndex].material);
                //        //m_renderer.sharedMaterials = new Material[] { m_sharedMaterial, m_fontAssetArray[m_fontIndex].material }; // m_sharedMaterials.ToArray();
                //    }
                //}
                //Debug.Log("Char [" + (char)charCode + "] is using FontIndex: " + m_fontIndex);

                // Handle Font Styles like LowerCase, UpperCase and SmallCaps.
                #region Handling of LowerCase, UpperCase and SmallCaps Font Styles
                if ((m_style & FontStyles.UpperCase) == FontStyles.UpperCase)
                {
                    // If this character is lowercase, switch to uppercase.
                    if (char.IsLower((char)charCode))
                        charCode -= 32;

                }
                else if ((m_style & FontStyles.LowerCase) == FontStyles.LowerCase)
                {
                    // If this character is uppercase, switch to lowercase.
                    if (char.IsUpper((char)charCode))
                        charCode += 32;
                }
                else if ((m_fontStyle & FontStyles.SmallCaps) == FontStyles.SmallCaps || (m_style & FontStyles.SmallCaps) == FontStyles.SmallCaps)
                {
                    if (char.IsLower((char)charCode))
                    {
                        m_fontScale = m_currentFontSize * 0.8f / m_fontAssetArray[m_fontIndex].fontInfo.PointSize;
                        charCode -= 32;
                    }
                    else
                        m_fontScale = m_currentFontSize / m_fontAssetArray[m_fontIndex].fontInfo.PointSize;

                }
                #endregion

                // Look up Character Data from Dictionary and cache it.
                #region Look up Character Data
                m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode, out m_cached_GlyphInfo);
                if (m_cached_GlyphInfo == null)
                {
                    // Character wasn't found in the Dictionary.

                    // Check if Lowercase & Replace by Uppercase if possible
                    if (char.IsLower((char)charCode))
                    {
                        if (m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode - 32, out m_cached_GlyphInfo))
                            charCode -= 32;
                    }
                    else if (char.IsUpper((char)charCode))
                    {
                        if (m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(charCode + 32, out m_cached_GlyphInfo))
                            charCode += 32;
                    }

                    // Still don't have a replacement?
                    if (m_cached_GlyphInfo == null)
                    {
                        m_fontAssetArray[m_fontIndex].characterDictionary.TryGetValue(88, out m_cached_GlyphInfo);
                        if (m_cached_GlyphInfo != null)
                        {
                            Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.");
                            // Replace the missing character by X (if it is found)
                            charCode = 88;
                            isMissingCharacter = true;
                        }
                        else
                        {  // At this point the character isn't in the Dictionary, the replacement X isn't either so ...
                            Debug.LogWarning("Character with ASCII value of " + charCode + " was not found in the Font Asset Glyph Table.");
                            continue;
                        }
                    }
                }
                #endregion

                // Store some of the text object's information
                m_textInfo.characterInfo[m_characterCount].character = (char)charCode;
                m_textInfo.characterInfo[m_characterCount].color = m_htmlColor;
                m_textInfo.characterInfo[m_characterCount].style = m_style;
                m_textInfo.characterInfo[m_characterCount].index = (short)i;

                // Handle Kerning if Enabled.
                #region Handle Kerning
                if (m_enableKerning && m_characterCount >= 1)
                {
                    int prev_charCode = m_textInfo.characterInfo[m_characterCount - 1].character;
                    KerningPairKey keyValue = new KerningPairKey(prev_charCode, charCode);

                    KerningPair pair;

                    m_fontAssetArray[m_fontIndex].kerningDictionary.TryGetValue(keyValue.key, out pair);
                    if (pair != null)
                    {
                        m_xAdvance += pair.XadvanceOffset * m_fontScale;
                    }
                }
                #endregion

                // Set Padding based on selected font style
                #region Handle Style Padding
                if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold) // Checks for any combination of Bold Style.
                {
                    style_padding = m_fontAssetArray[m_fontIndex].BoldStyle * 2;
                    xadvance_multiplier = 1.07f; // Increase xAdvance for bold characters.
                }
                else
                {
                    style_padding = m_fontAssetArray[m_fontIndex].NormalStyle * 2;
                    xadvance_multiplier = 1.0f;
                }
                #endregion Handle Style Padding

                // Setup Vertices for each character
                Vector3 top_left = new Vector3(0 + m_xAdvance + ((m_cached_GlyphInfo.xOffset - m_padding - style_padding) * m_fontScale), (m_cached_GlyphInfo.yOffset + m_baselineOffset + m_padding) * m_fontScale - m_lineOffset, 0);
                Vector3 bottom_left = new Vector3(top_left.x, top_left.y - ((m_cached_GlyphInfo.height + m_padding * 2) * m_fontScale), 0);
                Vector3 top_right = new Vector3(bottom_left.x + ((m_cached_GlyphInfo.width + m_padding * 2 + style_padding * 2) * m_fontScale), top_left.y, 0);
                Vector3 bottom_right = new Vector3(top_right.x, bottom_left.y, 0);

                // Check if we need to Shear the rectangles for Italic styles
                #region Handle Italic & Shearing
                if ((m_style & FontStyles.Italic) == FontStyles.Italic || (m_fontStyle & FontStyles.Italic) == FontStyles.Italic)
                {
                    // Shift Top vertices forward by half (Shear Value * height of character) and Bottom vertices back by same amount.
                    float shear_value = m_fontAssetArray[m_fontIndex].ItalicStyle * 0.01f;
                    Vector3 topShear = new Vector3(shear_value * ((m_cached_GlyphInfo.yOffset + m_padding + style_padding) * m_fontScale), 0, 0);
                    Vector3 bottomShear = new Vector3(shear_value * (((m_cached_GlyphInfo.yOffset - m_cached_GlyphInfo.height - m_padding - style_padding)) * m_fontScale), 0, 0);

                    top_left = top_left + topShear;
                    bottom_left = bottom_left + bottomShear;
                    top_right = top_right + topShear;
                    bottom_right = bottom_right + bottomShear;
                }
                #endregion Handle Italics & Shearing

                // Store postion of vertices for each character
                m_textInfo.characterInfo[m_characterCount].topLeft = top_left;
                m_textInfo.characterInfo[m_characterCount].bottomLeft = bottom_left;
                m_textInfo.characterInfo[m_characterCount].topRight = top_right;
                m_textInfo.characterInfo[m_characterCount].bottomRight = bottom_right;

                // Compute MaxAscender & MaxDescender which is used for AutoScaling & other type layout options
                float ascender = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale;
                if (m_lineNumber == 0) m_maxAscender = m_maxAscender > ascender ? m_maxAscender : ascender;

                //float descender = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset;
                //m_maxDescender = m_maxDescender < descender ? m_maxDescender : descender;

                // Set Characters to not visible by default.
                m_textInfo.characterInfo[m_characterCount].isVisible = false;

                // Setup Mesh for visible characters. ie. not a SPACE / LINEFEED / CARRIAGE RETURN.
                #region Handle Visible Characters
                if (charCode != 32 && charCode != 9 && charCode != 10 && charCode != 13)
                {
                    int index_X4 = m_visibleCharacterCount * 4;

                    m_textInfo.characterInfo[m_characterCount].isVisible = true;
                    m_textInfo.characterInfo[m_characterCount].vertexIndex = (short)(0 + index_X4);

                    // Vertices
                    m_uiVertices[0 + index_X4].position = m_textInfo.characterInfo[m_characterCount].bottomLeft;
                    m_uiVertices[1 + index_X4].position = m_textInfo.characterInfo[m_characterCount].topLeft;
                    m_uiVertices[2 + index_X4].position = m_textInfo.characterInfo[m_characterCount].topRight;
                    m_uiVertices[3 + index_X4].position = m_textInfo.characterInfo[m_characterCount].bottomRight;

                    //m_textInfo.characterInfo[character_Count].charNumber = (short)m_lineExtents[lineNumber].characterCount;

                    // Used to adjust line spacing when larger fonts or the size tag is used.
                    if (m_baselineOffset == 0)
                        m_maxFontScale = Mathf.Max(m_maxFontScale, m_fontScale);

                    //Debug.Log("Char [" + (char)charCode + "] Width is " + (m_textInfo.characterInfo[m_characterCount].topRight.x - (m_padding - m_alignmentPadding.z) * m_fontScale) + "  Margin Width is " + marginWidth +
                    //    "  Vertex Padding: " + (m_padding * m_fontScale) + "  Alignment Padding: " + (m_alignmentPadding.z * m_fontScale) + "  Alignment Padding: " + (m_alignmentPadding.x * m_fontScale));

                    // Check if Character exceeds the width of the Text Container
                    #region Check for Characters Exceeding Width of Text Container
                    if (m_textInfo.characterInfo[m_characterCount].topRight.x - (m_padding - m_alignmentPadding.z) * m_fontScale > marginWidth)
                    {

                        // Word Wrapping
                        #region Handle Word Wrapping
                        if (enableWordWrapping)
                        {

                            ellipsisIndex = m_characterCount - 1;

                            if (wrappingIndex == m_SavedWordWrapState.previous_WordBreak) // && m_isCharacterWrappingEnabled == false)
                            {
                                // Word wrapping is no longer possible. Shrink size of text if auto-sizing is enabled.
                                if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                                {
                                    //Debug.Log("Reducing Font Size.");
                                    m_maxFontSize = m_fontSize;

                                    float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f);
                                    m_fontSize -= delta;
                                    //Debug.Log("Delta = " + delta);
                                    m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin);

                                    //loopCountC += 1;
                                    //Debug.Log("Count C: " + loopCountC + " Min: " + m_minFontSize + "  Max: " + m_maxFontSize + "  Size: " + m_fontSize + " Delta: " + fontSizeDelta);
                                    //m_fontSize -= 1f; // 0.25f;
                                    //m_maxFontSize = m_fontSize;
                                    //Debug.Log("Decreasing Width to " + m_fontSize);

                                    GenerateTextMesh();
                                    return;
                                }

                                // Word wrapping is no longer possible, now breaking up individual words.
                                if (m_isCharacterWrappingEnabled == false)
                                {
                                    m_isCharacterWrappingEnabled = true; // Should add a check to make sure this mode is available.
                                    //Debug.Log("Enabling Character Wrapping.");

                                    GenerateTextMesh();
                                    return;
                                }

                                /*
                                if (isAffectingWordWrapping)
                                {
                                    m_textContainer.size = new Vector2(Mathf.Round((top_right.x + margins.x + margins.z) * 100 + 0.5f) / 100f, m_textContainer.rect.height);
                                    GenerateTextMesh();
                                    isAffectingWordWrapping = false;
                                }

                                else
                                {
                                    //Debug.Log("Text can no longer be reduced in size. Min font size reached.");

                                    //m_textContainer.size = new Vector2(Mathf.Round((top_right.x + margins.x + margins.z) * 100 + 0.5f) / 100f, m_textContainer.rect.height);
                                    //GenerateTextMesh();
                                }
                                */
                                //m_isCharacterWrappingEnabled = true;
                                //Debug.Log("Line #" + lineNumber + " Character [" + (char)charCode + "] cannot be wrapped."); // WrappingIndex: " + wrappingIndex + "  Saved Index: " + m_SaveWordWrapState.previous_WordBreak);
                                return;
                            }

                            // Restore to previously stored state of last valid (space character or linefeed)
                            i = RestoreWordWrappingState(ref m_SavedWordWrapState);
                            wrappingIndex = i;  // Used to dectect when line length can no longer be reduced.

                            // Check if we need to Adjust LineOffset & Restore State to the start of the line.
                            if (m_lineNumber > 0 && m_maxFontScale != 0 && m_maxFontScale != previousFontScale && !isLineOffsetAdjusted)
                            {
                                // Compute Offset
                                float gap = m_fontAssetArray[m_fontIndex].fontInfo.LineHeight - (m_fontAssetArray[m_fontIndex].fontInfo.Ascender - m_fontAssetArray[m_fontIndex].fontInfo.Descender);
                                float offsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_lineSpacing + m_paragraphSpacing + gap + m_lineSpacingDelta) * m_maxFontScale - (m_fontAssetArray[m_fontIndex].fontInfo.Descender - gap) * previousFontScale;
                                m_lineOffset += offsetDelta - lineOffsetDelta;
                                AdjustLineOffset(firstCharacterOfLine, lastCharacterOfLine, offsetDelta - lineOffsetDelta);
                            }

                            // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
                            float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset;
                            float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale - m_lineOffset;
                            lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2;

                            // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well.
                            float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset;
                            float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset;
                            lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2;

                            m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;

                            // Track & Store lineInfo for the new line
                            m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = firstCharacterOfLine; // Need new variable to track this
                            m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = m_characterCount - 1 > 0 ? m_characterCount - 1 : 1;
                            firstCharacterOfLine = m_characterCount; // Store first character for the next line.

                            m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x, lineDescender);
                            m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - 1].topRight.x, lineAscender);
                            m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - m_padding * m_maxFontScale;

                            // Compute Preferred Width & Height
                            m_preferredWidth += m_xAdvance; // m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].topRight.x - m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x;
                            if (m_enableWordWrapping)
                                m_preferredHeight = m_maxAscender - m_maxDescender;
                            else
                                m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender);

                            //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex +
                            //                                                    " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex +
                            //                                                    " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Lenght of " + m_textInfo.lineInfo[m_lineNumber].lineLength +
                            //                                                    "  MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + "  MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y +
                            //                                                    "  MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + "  MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y +
                            //                                                    "  Line Ascender: " + lineAscender + "  Line Descender: " + lineDescender);

                            // Store the state of the line before starting on the new line.
                            SaveWordWrappingState(ref m_SavedLineState, i);

                            m_lineNumber += 1;
                            // Check to make sure Array is large enough to hold a new line.
                            if (m_lineNumber >= m_textInfo.lineInfo.Length)
                                ResizeLineExtents(m_lineNumber);

                            // Apply Line Spacing based on scale of the last character of the line.
                            lineOffsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.LineHeight + m_lineSpacing + m_lineSpacingDelta) * m_fontScale;
                            m_lineOffset += lineOffsetDelta;

                            previousFontScale = m_fontScale;
                            m_xAdvance = 0;
                            m_maxFontScale = 0;

                            // Handle Page #
                            //if (m_lineNumber % 5 == 0)
                            //    m_lineOffset = 0;

                            continue;
                        }
                        #endregion End Word Wrapping

                        // Text Auto-Sizing (text exceeding Width of container.
                        #region Handle Text Auto-Sizing
                        if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                        {
                            m_maxFontSize = m_fontSize;

                            float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f);
                            m_fontSize -= delta;

                            m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin);

                            //Debug.Log("Decreasing Width to " + m_fontSize);
                            //loopCountA += 1;
                            //Debug.Log("Count A: " + loopCountA + " Min: " + m_minFontSize + "  Max: " + m_maxFontSize + "  Size: " + m_fontSize + " Delta: " + fontSizeDelta);

                            GenerateTextMesh();
                            return;
                        }
                        #endregion End Text Auto-Sizing

                        // Handle Text Overflow
                        #region Handle Text Overflow
                        switch (m_overflowMode)
                        {
                            case TextOverflowModes.Overflow:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                break;
                            case TextOverflowModes.Ellipsis:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                m_isTextTruncated = true;

                                if (i < 1) break;

                                m_char_buffer[i - 1] = 8230;
                                m_char_buffer[i] = (char)0;

                                GenerateTextMesh();
                                return;
                            case TextOverflowModes.Masking:
                                if (!m_isMaskingEnabled)
                                    EnableMasking();
                                break;
                            case TextOverflowModes.ScrollRect:
                                if (!m_isMaskingEnabled)
                                    EnableMasking();
                                break;
                            case TextOverflowModes.Truncate:
                                if (m_isMaskingEnabled)
                                    DisableMasking();

                                m_textInfo.characterInfo[m_characterCount].isVisible = false;
                                m_visibleCharacterCount -= 1;
                                break;
                        }
                        #endregion End Text Overflow

                    }
                    #endregion End Check for Characters Exceeding Width of Text Container

                    // Determine what color gets assigned to vertex.
                    #region Handle Vertex Colors
                    if (isMissingCharacter)
                        vertexColor = Color.red;
                    else if (m_overrideHtmlColors)
                        vertexColor = m_fontColor32;
                    else
                        vertexColor = m_htmlColor;

                    // Set Alpha for Shader to render font as normal or bold. (Alpha channel is being used to let the shader know if the character is bold or normal).
                    if ((m_style & FontStyles.Bold) == FontStyles.Bold || (m_fontStyle & FontStyles.Bold) == FontStyles.Bold)
                    {
                        vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1);
                        vertexColor.a += 128;
                    }
                    else
                    {
                        vertexColor.a = m_fontColor32.a < vertexColor.a ? (byte)(m_fontColor32.a >> 1) : (byte)(vertexColor.a >> 1);
                    }

                    // Vertex Colors
                    if (!m_enableVertexGradient)
                    {
                        m_uiVertices[0 + index_X4].color = vertexColor;
                        m_uiVertices[1 + index_X4].color = vertexColor;
                        m_uiVertices[2 + index_X4].color = vertexColor;
                        m_uiVertices[3 + index_X4].color = vertexColor;
                    }
                    else
                    {
                        if (!m_overrideHtmlColors && !m_htmlColor.CompareRGB(m_fontColor32))
                        {
                            m_uiVertices[0 + index_X4].color = vertexColor;
                            m_uiVertices[1 + index_X4].color = vertexColor;
                            m_uiVertices[2 + index_X4].color = vertexColor;
                            m_uiVertices[3 + index_X4].color = vertexColor;
                        }
                        else
                        {
                            m_uiVertices[0 + index_X4].color = m_fontColorGradient.bottomLeft;
                            m_uiVertices[1 + index_X4].color = m_fontColorGradient.topLeft;
                            m_uiVertices[2 + index_X4].color = m_fontColorGradient.topRight;
                            m_uiVertices[3 + index_X4].color = m_fontColorGradient.bottomRight;
                        }

                        m_uiVertices[0 + index_X4].color.a = vertexColor.a;
                        m_uiVertices[1 + index_X4].color.a = vertexColor.a;
                        m_uiVertices[2 + index_X4].color.a = vertexColor.a;
                        m_uiVertices[3 + index_X4].color.a = vertexColor.a;
                    }
                    #endregion Handle Vertex Colors

                    // Apply style_padding only if this is a SDF Shader.
                    if (!m_sharedMaterial.HasProperty(ShaderUtilities.ID_WeightNormal))
                        style_padding = 0;

                    // Setup UVs for the Mesh
                    #region Setup UVs
                    Vector2 uv0 = new Vector2((m_cached_GlyphInfo.x - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, 1 - (m_cached_GlyphInfo.y + m_padding + style_padding + m_cached_GlyphInfo.height) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight);  // bottom left
                    Vector2 uv1 = new Vector2(uv0.x, 1 - (m_cached_GlyphInfo.y - m_padding - style_padding) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasHeight);  // top left
                    Vector2 uv2 = new Vector2((m_cached_GlyphInfo.x + m_padding + style_padding + m_cached_GlyphInfo.width) / m_fontAssetArray[m_fontIndex].fontInfo.AtlasWidth, uv0.y); // bottom right
                    Vector2 uv3 = new Vector2(uv2.x, uv1.y); // top right

                    // UV
                    m_uiVertices[0 + index_X4].uv0 = uv0; // BL
                    m_uiVertices[1 + index_X4].uv0 = uv1; // TL
                    m_uiVertices[2 + index_X4].uv0 = uv3; // TR
                    m_uiVertices[3 + index_X4].uv0 = uv2; // BR
                    #endregion Setup UVs

                    // Normal
                    #region Setup Normals & Tangents
                    Vector3 normal = new Vector3(0, 0, -1);
                    m_uiVertices[0 + index_X4].normal = normal;
                    m_uiVertices[1 + index_X4].normal = normal;
                    m_uiVertices[2 + index_X4].normal = normal;
                    m_uiVertices[3 + index_X4].normal = normal;

                    // Tangents
                    Vector4 tangent = new Vector4(-1, 0, 0, 1);
                    m_uiVertices[0 + index_X4].tangent = tangent;
                    m_uiVertices[1 + index_X4].tangent = tangent;
                    m_uiVertices[2 + index_X4].tangent = tangent;
                    m_uiVertices[3 + index_X4].tangent = tangent;
                    #endregion end Normals & Tangents

                    // Determine the bounds of the Mesh.
                    m_meshExtents.min = new Vector2(Mathf.Min(m_meshExtents.min.x, m_textInfo.characterInfo[m_characterCount].bottomLeft.x), Mathf.Min(m_meshExtents.min.y, m_textInfo.characterInfo[m_characterCount].bottomLeft.y));
                    m_meshExtents.max = new Vector2(Mathf.Max(m_meshExtents.max.x, m_textInfo.characterInfo[m_characterCount].topRight.x), Mathf.Max(m_meshExtents.max.y, m_textInfo.characterInfo[m_characterCount].topLeft.y));

                    m_visibleCharacterCount += 1;
                    lastCharacterOfLine = m_characterCount;
                }
                else
                {   // This is a Space, Tab, LineFeed or Carriage Return

                    // Track # of spaces per line which is used for line justification.
                    if (charCode == 9 || charCode == 32)
                    {
                        m_textInfo.lineInfo[m_lineNumber].spaceCount += 1;
                        m_textInfo.spaceCount += 1;
                    }
                }
                #endregion Handle Visible Characters

                // Store Rectangle positions for each Character.
                #region Store Character Data
                m_textInfo.characterInfo[m_characterCount].lineNumber = (short)m_lineNumber;
                m_textInfo.lineInfo[m_lineNumber].characterCount += 1;
                if (charCode != 10 && charCode != 13)
                    m_textInfo.lineInfo[m_lineNumber].alignment = m_lineJustification;
                #endregion Store Character Data

                // Handle Tabulation Stops. Tab stops at every 25% of Font Size.
                #region xAdvance & Tabulation
                if (charCode == 9)
                {
                    m_xAdvance = (int)(m_xAdvance / (m_fontSize * 0.25f) + 1) * (m_fontSize * 0.25f);
                }
                else
                    m_xAdvance += (m_cached_GlyphInfo.xAdvance * xadvance_multiplier * m_fontScale) + m_characterSpacing + m_cSpacing;
                #endregion Tabulation & Stops

                // Handle Carriage Return
                #region Carriage Return
                if (charCode == 13)
                {
                    m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));
                    m_preferredWidth = 0;
                    m_xAdvance = 0;
                }
                #endregion Carriage Return

                //Debug.Log("Char [" + (char)charCode + "] with ASCII (" + charCode + ") cummulative xAdvance: " + m_xAdvance);

                // Handle Line Spacing Adjustments + Word Wrapping & special case for last line.
                #region Check for Line Feed and Last Character
                if (charCode == 10 || m_characterCount == totalCharacterCount - 1)
                {
                    //Debug.Log("Line # " + m_lineNumber + "  Current Character is [" + (char)charCode + "] with ASC value of " + charCode);

                    // Handle Line Spacing Changes
                    if (m_lineNumber > 0 && m_maxFontScale != 0 && m_maxFontScale != previousFontScale && !isLineOffsetAdjusted)
                    {
                        float gap = m_fontAssetArray[m_fontIndex].fontInfo.LineHeight - (m_fontAssetArray[m_fontIndex].fontInfo.Ascender - m_fontAssetArray[m_fontIndex].fontInfo.Descender);
                        float offsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_lineSpacing + m_paragraphSpacing + gap + m_lineSpacingDelta) * m_maxFontScale - (m_fontAssetArray[m_fontIndex].fontInfo.Descender - gap) * previousFontScale;
                        m_lineOffset += offsetDelta - lineOffsetDelta;
                        AdjustLineOffset(firstCharacterOfLine, lastCharacterOfLine, offsetDelta - lineOffsetDelta);
                    }

                    // Calculate lineAscender & make sure if last character is superscript or subscript that we check that as well.
                    float lineAscender = (m_fontAsset.fontInfo.Ascender + m_alignmentPadding.y) * m_maxFontScale - m_lineOffset;
                    float lineAscender2 = (m_fontAsset.fontInfo.Ascender + m_baselineOffset + m_alignmentPadding.y) * m_fontScale - m_lineOffset;
                    lineAscender = lineAscender > lineAscender2 ? lineAscender : lineAscender2;

                    // Calculate lineDescender & make sure if last character is superscript or subscript that we check that as well.
                    float lineDescender = (m_fontAsset.fontInfo.Descender + m_alignmentPadding.w) * m_maxFontScale - m_lineOffset;
                    float lineDescender2 = (m_fontAsset.fontInfo.Descender + m_baselineOffset + m_alignmentPadding.w) * m_fontScale - m_lineOffset;
                    lineDescender = lineDescender < lineDescender2 ? lineDescender : lineDescender2;

                    m_maxDescender = m_maxDescender < lineDescender ? m_maxDescender : lineDescender;

                    // Save Line Information
                    m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex = firstCharacterOfLine; // Need new variable to track this
                    m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex = charCode == 10 ? lastCharacterOfLine + 1 : lastCharacterOfLine;
                    firstCharacterOfLine = m_characterCount + 1;

                    m_textInfo.lineInfo[m_lineNumber].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].bottomLeft.x, lineDescender);
                    m_textInfo.lineInfo[m_lineNumber].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex - (charCode == 10 ? 1 : 0)].topRight.x, lineAscender);
                    m_textInfo.lineInfo[m_lineNumber].lineLength = m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x - (m_padding * m_maxFontScale);

                    // Store PreferredWidth paying attention to linefeed and last character of text.
                    if (charCode == 10 && m_characterCount != totalCharacterCount - 1)
                    {
                        m_maxXAdvance = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));
                        m_preferredWidth = 0;
                    }
                    else
                        m_preferredWidth = Mathf.Max(m_maxXAdvance, m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale));

                    //Debug.Log("Line # " + m_lineNumber + " XAdance is " +  (m_preferredWidth + m_xAdvance + (m_alignmentPadding.z * m_fontScale)) + "  Max XAdvance: " + m_maxXAdvance);

                    //m_preferredWidth += m_xAdvance + (m_alignmentPadding.z * m_fontScale);
                    if (m_enableWordWrapping)
                        m_preferredHeight = m_maxAscender - m_maxDescender;
                    else
                        m_preferredHeight = Mathf.Max(m_preferredHeight, lineAscender - lineDescender);

                    //Debug.Log("LineInfo for line # " + (m_lineNumber) + " First character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex].character + "] at Index: " + m_textInfo.lineInfo[m_lineNumber].firstCharacterIndex +
                    //                                                    " Last character [" + m_textInfo.characterInfo[m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex].character + "] at index: " + m_textInfo.lineInfo[m_lineNumber].lastCharacterIndex +
                    //                                                    " Character Count of " + m_textInfo.lineInfo[m_lineNumber].characterCount + " Line Lenght of " + m_textInfo.lineInfo[m_lineNumber].lineLength +
                    //                                                    "  MinX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.x + "  MinY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.min.y +
                    //                                                    "  MaxX: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.x + "  MaxY: " + m_textInfo.lineInfo[m_lineNumber].lineExtents.max.y +
                    //                                                    "  Line Ascender: " + lineAscender + "  Line Descender: " + lineDescender);

                    // Add new line if not last lines or character.
                    if (charCode == 10)
                    {
                        // Store the state of the line before starting on the new line.
                        SaveWordWrappingState(ref m_SavedLineState, i);

                        m_lineNumber += 1;
                        // Check to make sure Array is large enough to hold a new line.
                        if (m_lineNumber >= m_textInfo.lineInfo.Length)
                            ResizeLineExtents(m_lineNumber);

                        // Apply Line Spacing based on scale of the last character of the line.
                        lineOffsetDelta = (m_fontAssetArray[m_fontIndex].fontInfo.LineHeight + m_paragraphSpacing + m_lineSpacing + m_lineSpacingDelta) * m_fontScale;
                        m_lineOffset += lineOffsetDelta;

                        previousFontScale = m_fontScale;
                        m_maxFontScale = 0;
                        m_xAdvance = 0;

                        // Check for page #
                        //if (m_lineNumber % 5 == 0)
                        //    m_lineOffset = 0;
                    }
                }
                #endregion Check for Linefeed or Last Character

                // Check if text Exceeds the vertical bounds of the margin area.
                #region Check Vertical Bounds & Auto-Sizing
                if (m_maxAscender - m_maxDescender + (m_alignmentPadding.w * 2 * m_fontScale) > marginHeight)
                {
                    //Debug.Log((m_maxAscender - m_maxDescender) + "  " + marginHeight);
                    //Debug.Log("Character [" + (char)charCode + "] at Index: " + m_characterCount + " has exceeded the Height of the text container. Max Ascender: " + m_maxAscender + "  Max Descender: " + m_maxDescender + "  Margin Height: " + marginHeight + " Bottom Left: " + bottom_left.y);

                    // Handle Linespacing adjustments
                    #region Line Spacing Adjustments
                    if (m_enableAutoSizing && m_lineSpacingDelta > m_lineSpacingMax)
                    {
                        m_lineSpacingDelta -= 1;
                        GenerateTextMesh();
                        return;
                    }
                    #endregion

                    // Handle Text Auto-sizing resulting from text exceeding vertical bounds.
                    #region Text Auto-Sizing (Text greater than verical bounds)
                    if (m_enableAutoSizing && m_fontSize > m_fontSizeMin)
                    {
                        m_maxFontSize = m_fontSize;

                        float delta = Mathf.Max((m_fontSize - m_minFontSize) / 2, 0.01f);
                        //if (delta == 0.01f) return;

                        m_fontSize -= delta;

                        m_fontSize = Mathf.Max(m_fontSize, m_fontSizeMin);
                        //Debug.Log("Decreasing Height to " + m_fontSize);
                        //loopCountB += 1;
                        //Debug.Log("Count B: " + loopCountB + " Min: " + m_minFontSize + "  Max: " + m_maxFontSize + "  Size: " + m_fontSize + " Delta: " + (m_maxFontSize - m_minFontSize).ToString("f4"));

                        GenerateTextMesh();
                        return;
                    }
                    #endregion Text Auto-Sizing

                    // Handle Text Overflow
                    #region Text Overflow
                    switch (m_overflowMode)
                    {
                        case TextOverflowModes.Overflow:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            break;
                        case TextOverflowModes.Ellipsis:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            if (m_lineNumber > 0)
                            {
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index] = 8230;
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                            else
                            {
                                m_char_buffer[0] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                        case TextOverflowModes.Masking:
                            if (!m_isMaskingEnabled)
                                EnableMasking();
                            break;
                        case TextOverflowModes.ScrollRect:
                            if (!m_isMaskingEnabled)
                                EnableMasking();
                            break;
                        case TextOverflowModes.Truncate:
                            if (m_isMaskingEnabled)
                                DisableMasking();

                            if (m_lineNumber > 0)
                            {
                                m_char_buffer[m_textInfo.characterInfo[ellipsisIndex].index + 1] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                            else
                            {
                                m_char_buffer[0] = (char)0;
                                GenerateTextMesh();
                                m_isTextTruncated = true;
                                return;
                            }
                        //case TextOverflowModes.Pages:
                        //    if (m_isMaskingEnabled)
                        //        DisableMasking();

                        //    // Go back to previous line and re-layout
                        //    i = RestoreWordWrappingState(ref m_SavedLineState);
                        //    m_xAdvance = 0;
                        //    m_lineOffset = 0;
                        //    continue;

                        //    //break;

                    }
                    #endregion End Text Overflow

                }
                #endregion Check Vertical Bounds

                //// Store Rectangle positions for each Character.
                #region Save CharacterInfo for the current character.
                m_textInfo.characterInfo[m_characterCount].baseLine = m_textInfo.characterInfo[m_characterCount].topRight.y - (m_cached_GlyphInfo.yOffset + m_padding) * m_fontScale;
                m_textInfo.characterInfo[m_characterCount].topLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_fontAssetArray[m_fontIndex].fontInfo.Ascender + m_alignmentPadding.y) * m_fontScale; // Ascender
                m_textInfo.characterInfo[m_characterCount].bottomLine = m_textInfo.characterInfo[m_characterCount].baseLine + (m_fontAssetArray[m_fontIndex].fontInfo.Descender - m_alignmentPadding.w) * m_fontScale; // Descender
                m_textInfo.characterInfo[m_characterCount].padding = m_padding * m_fontScale;
                m_textInfo.characterInfo[m_characterCount].aspectRatio = m_cached_GlyphInfo.width / m_cached_GlyphInfo.height;
                m_textInfo.characterInfo[m_characterCount].scale = m_fontScale;
                #endregion Saving CharacterInfo

                // Save State of Mesh Creation forhandling of Word Wrapping
                #region Save Word Wrapping State
                if (m_enableWordWrapping)
                {
                    //char c;
                    //m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode);

                    //Debug.Log((char)charCode + "  " +  m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode));

                    if (m_isCharacterWrappingEnabled == false && (charCode == 9 || charCode == 32))
                    {
                        // We store the state of numerous variables for the most recent Space, LineFeed or Carriage Return to enable them to be restored
                        // for Word Wrapping.
                        SaveWordWrappingState(ref m_SavedWordWrapState, i);
                        //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i);
                    }
                    else if (m_isCharacterWrappingEnabled == true && m_characterCount < totalCharacterCount - 1
                           && m_fontAsset.lineBreakingInfo.leadingCharacters.ContainsKey(charCode) == false
                           && m_fontAsset.lineBreakingInfo.followingCharacters.ContainsKey(m_VisibleCharacters[m_characterCount + 1]) == false
                           && (charCode < 48 || charCode > 57) && charCode != 44)
                    {
                        //Debug.Log("Storing Character [" + (char)charCode + "] at Index: " + i);
                        SaveWordWrappingState(ref m_SavedWordWrapState, i);
                    }
                }
                #endregion Save Word Wrapping State

                m_characterCount += 1;
            }

            // Check Auto Sizing and increase font size to fill text container.
            #region Check Auto-Sizing (Upper Font Size Bounds)
            fontSizeDelta = m_maxFontSize - m_minFontSize;
            if (m_enableAutoSizing && fontSizeDelta > 0.25f && m_fontSize < m_fontSizeMax)
            {
                m_minFontSize = m_fontSize;
                m_fontSize = m_fontSize + (m_maxFontSize - m_fontSize) / 2;

                //loopCountD += 1;
                //Debug.Log("Count D: " + loopCountD + " Min: " + m_minFontSize + "  Max: " + m_maxFontSize + "  Size: " + m_fontSize + " Delta: " + fontSizeDelta);

                m_fontSize = Mathf.Min(m_fontSize, m_fontSizeMax);

                GenerateTextMesh();
                return;
            }
            #endregion End Auto-sizing Check

            // Add Termination Character to textMeshCharacterInfo which is used by the Advanced Layout Component.
            if (m_characterCount < m_textInfo.characterInfo.Length)
                m_textInfo.characterInfo[m_characterCount].character = (char)0;

            if (m_renderMode == TextRenderFlags.GetPreferredSizes)
                return;

            // DEBUG & PERFORMANCE CHECKS (0.006ms)
            //m_StopWatch.Stop();

            // If there are no visible characters... no need to continue
            if (m_visibleCharacterCount == 0)
            {
                if (m_uiVertices != null)
                {
                    m_uiRenderer.SetVertices(m_uiVertices, 0);
                }
                return;
            }

            int last_vert_index = m_visibleCharacterCount * 4;
            // Partial clear of the vertices array to mark unused vertices as degenerate.
            Array.Clear(m_uiVertices, last_vert_index, m_uiVertices.Length - last_vert_index);

            // Handle Text Alignment
            #region Text Alignment
            switch (m_textAlignment)
            {
                // Top Vertically
                case TextAlignmentOptions.Top:
                case TextAlignmentOptions.TopLeft:
                case TextAlignmentOptions.TopJustified:
                case TextAlignmentOptions.TopRight:
                    m_anchorOffset = m_rectCorners[1] + new Vector3(0 + margins.x, 0 - m_maxAscender - margins.y, 0);
                    break;

                // Middle Vertically
                case TextAlignmentOptions.Left:
                case TextAlignmentOptions.Right:
                case TextAlignmentOptions.Center:
                case TextAlignmentOptions.Justified:
                    m_anchorOffset = (m_rectCorners[0] + m_rectCorners[1]) / 2 + new Vector3(0 + margins.x, 0 - (m_maxAscender + margins.y + m_maxDescender - margins.w) / 2, 0);
                    break;

                // Bottom Vertically
                case TextAlignmentOptions.Bottom:
                case TextAlignmentOptions.BottomLeft:
                case TextAlignmentOptions.BottomRight:
                case TextAlignmentOptions.BottomJustified:
                    m_anchorOffset = m_rectCorners[0] + new Vector3(0 + margins.x, 0 - m_maxDescender + margins.w, 0);
                    break;

                // Baseline Vertically
                case TextAlignmentOptions.BaselineLeft:
                case TextAlignmentOptions.BaselineRight:
                case TextAlignmentOptions.Baseline:
                    m_anchorOffset = (m_rectCorners[0] + m_rectCorners[1]) / 2 + new Vector3(0 + margins.x, 0, 0);
                    break;
            }
            #endregion Text Alignment

            // Handling of Anchor Dampening. If mesh width changes by more than 1/3 of the underline character's wdith then adjust it.
            float currentMeshWidth = m_meshExtents.max.x - m_meshExtents.min.x;
            if (m_anchorDampening)
            {
                float delta = currentMeshWidth - m_baseDampeningWidth;
                if (m_baseDampeningWidth != 0 && Mathf.Abs(delta) < m_cached_Underline_GlyphInfo.width * m_fontScale * 0.6f)
                    m_anchorOffset.x += delta / 2;
                else
                    m_baseDampeningWidth = currentMeshWidth;
            }

            // Initialization for Second Pass
            Vector3 justificationOffset = Vector3.zero;
            Vector3 offset = Vector3.zero;
            int vert_index_X4 = 0;
            int underlineSegmentCount = 0;

            int wordCount = 0;
            int lineCount = 0;
            int lastLine = 0;

            bool isStartOfWord = false;
            int wordFirstChar = 0;
            int wordLastChar = 0;

            // Second Pass : Line Justification, UV Mapping, Character & Line Visibility & more.
            #region Handle Line Justification & UV Mapping & Character Visibility & More
            for (int i = 0; i < m_characterCount; i++)
            {
                int currentLine = m_textInfo.characterInfo[i].lineNumber;
                char currentCharacter = m_textInfo.characterInfo[i].character;
                LineInfo lineInfo = m_textInfo.lineInfo[currentLine];
                TextAlignmentOptions lineAlignment = lineInfo.alignment;
                lineCount = currentLine + 1;

                // Process Line Justification
                #region Handle Line Justification
                switch (lineAlignment)
                {
                    case TextAlignmentOptions.TopLeft:
                    case TextAlignmentOptions.Left:
                    case TextAlignmentOptions.BottomLeft:
                    case TextAlignmentOptions.BaselineLeft:
                        justificationOffset = Vector3.zero;
                        break;

                    case TextAlignmentOptions.Top:
                    case TextAlignmentOptions.Center:
                    case TextAlignmentOptions.Bottom:
                    case TextAlignmentOptions.Baseline:
                        justificationOffset = new Vector3(marginWidth / 2 - (lineInfo.lineExtents.min.x + lineInfo.lineExtents.max.x) / 2, 0, 0);
                        break;

                    case TextAlignmentOptions.TopRight:
                    case TextAlignmentOptions.Right:
                    case TextAlignmentOptions.BottomRight:
                    case TextAlignmentOptions.BaselineRight:
                        justificationOffset = new Vector3(marginWidth - lineInfo.lineExtents.max.x, 0, 0);
                        break;

                    case TextAlignmentOptions.TopJustified:
                    case TextAlignmentOptions.Justified:
                    case TextAlignmentOptions.BottomJustified:
                        charCode = m_textInfo.characterInfo[i].character;
                        char lastCharOfCurrentLine = m_textInfo.characterInfo[lineInfo.lastCharacterIndex].character;

                        if (char.IsWhiteSpace(lastCharOfCurrentLine) && !char.IsControl(lastCharOfCurrentLine) && currentLine < m_lineNumber)
                        {   // All lines are justified accept the last one.
                            float gap = (m_rectCorners[3].x - margins.z) - (m_rectCorners[0].x + margins.x) - (lineInfo.lineExtents.max.x);
                            if (currentLine != lastLine || i == 0)
                                justificationOffset = Vector3.zero;
                            else
                            {
                                if (charCode == 9 || charCode == 32)
                                {
                                    justificationOffset += new Vector3(gap * (1 - m_wordWrappingRatios) / (lineInfo.spaceCount - 1), 0, 0);
                                }
                                else
                                {
                                    //Debug.Log("LineInfo Character Count: " + lineInfo.characterCount);
                                    justificationOffset += new Vector3(gap * m_wordWrappingRatios / (lineInfo.characterCount - lineInfo.spaceCount - 1), 0, 0);
                                }
                            }
                        }
                        else
                            justificationOffset = Vector3.zero; // Keep last line left justified.

                        //Debug.Log("Char [" + (char)charCode + "] Code:" + charCode + "  Offset:" + justificationOffset + "  # Spaces:" + m_lineExtents[currentLine].NumberOfSpaces + "  # Characters:" + m_lineExtents[currentLine].NumberOfChars);
                        break;
                }
                #endregion End Text Justification

                offset = m_anchorOffset + justificationOffset;

                if (m_textInfo.characterInfo[i].isVisible)
                {
                    Extents lineExtents = lineInfo.lineExtents;
                    float uvOffset = (m_uvLineOffset * currentLine) % 1 + m_uvOffset.x;

                    // Setup UV2 based on Character Mapping Options Selected
                    #region Handle UV Mapping Options
                    switch (m_horizontalMapping)
                    {
                        case TextureMappingOptions.Character:
                            m_uiVertices[vert_index_X4 + 0].uv1.x = 0 + m_uvOffset.x;
                            m_uiVertices[vert_index_X4 + 1].uv1.x = 0 + m_uvOffset.x;
                            m_uiVertices[vert_index_X4 + 2].uv1.x = 1 + m_uvOffset.x;
                            m_uiVertices[vert_index_X4 + 3].uv1.x = 1 + m_uvOffset.x;
                            break;

                        case TextureMappingOptions.Line:
                            if (m_textAlignment != TextAlignmentOptions.Justified)
                            {
                                m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x - lineExtents.min.x) / (lineExtents.max.x - lineExtents.min.x) + uvOffset;
                                break;
                            }
                            else // Special Case if Justified is used in Line Mode.
                            {
                                m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                                break;
                            }

                        case TextureMappingOptions.Paragraph:
                            m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uiVertices[vert_index_X4 + 1].uv1.x = (m_uiVertices[vert_index_X4 + 1].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 2].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            m_uiVertices[vert_index_X4 + 3].uv1.x = (m_uiVertices[vert_index_X4 + 3].position.x + justificationOffset.x - m_meshExtents.min.x) / (m_meshExtents.max.x - m_meshExtents.min.x) + uvOffset;
                            break;

                        case TextureMappingOptions.MatchAspect:

                            switch (m_verticalMapping)
                            {
                                case TextureMappingOptions.Character:
                                    m_uiVertices[vert_index_X4 + 0].uv1.y = 0 + m_uvOffset.y;
                                    m_uiVertices[vert_index_X4 + 1].uv1.y = 1 + m_uvOffset.y;
                                    m_uiVertices[vert_index_X4 + 2].uv1.y = 0 + m_uvOffset.y;
                                    m_uiVertices[vert_index_X4 + 3].uv1.y = 1 + m_uvOffset.y;
                                    break;

                                case TextureMappingOptions.Line:
                                    m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
                                    m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + uvOffset;
                                    m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4].uv1.y;
                                    m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y;
                                    break;

                                case TextureMappingOptions.Paragraph:
                                    m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
                                    m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + uvOffset;
                                    m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4].uv1.y;
                                    m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y;
                                    break;

                                case TextureMappingOptions.MatchAspect:
                                    Debug.Log("ERROR: Cannot Match both Vertical & Horizontal.");
                                    break;
                            }

                            //float xDelta = 1 - (_uv2s[vert_index + 0].y * textMeshCharacterInfo[i].AspectRatio); // Left aligned
                            float xDelta = (1 - ((m_uiVertices[vert_index_X4 + 0].uv1.y + m_uiVertices[vert_index_X4 + 1].uv1.y) * m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle
                            //float xDelta = 0;

                            m_uiVertices[vert_index_X4 + 0].uv1.x = (m_uiVertices[vert_index_X4 + 0].uv1.y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset;
                            m_uiVertices[vert_index_X4 + 1].uv1.x = m_uiVertices[vert_index_X4 + 0].uv1.x;
                            m_uiVertices[vert_index_X4 + 2].uv1.x = (m_uiVertices[vert_index_X4 + 1].uv1.y * m_textInfo.characterInfo[i].aspectRatio) + xDelta + uvOffset;
                            m_uiVertices[vert_index_X4 + 3].uv1.x = m_uiVertices[vert_index_X4 + 2].uv1.x;
                            break;
                    }

                    switch (m_verticalMapping)
                    {
                        case TextureMappingOptions.Character:
                            m_uiVertices[vert_index_X4 + 0].uv1.y = 0 + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 1].uv1.y = 1 + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 2].uv1.y = 1 + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 3].uv1.y = 0 + m_uvOffset.y;
                            break;

                        case TextureMappingOptions.Line:
                            m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - lineExtents.min.y) / (lineExtents.max.y - lineExtents.min.y) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4].uv1.y;
                            m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y;
                            break;

                        case TextureMappingOptions.Paragraph:
                            m_uiVertices[vert_index_X4 + 0].uv1.y = (m_uiVertices[vert_index_X4].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 1].uv1.y = (m_uiVertices[vert_index_X4 + 1].position.y - m_meshExtents.min.y) / (m_meshExtents.max.y - m_meshExtents.min.y) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4].uv1.y;
                            m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y;
                            break;

                        case TextureMappingOptions.MatchAspect:
                            //float yDelta = 1 - (_uv2s[vert_index + 2].x / textMeshCharacterInfo[i].AspectRatio); // Top Corner
                            float yDelta = (1 - ((m_uiVertices[vert_index_X4 + 0].uv1.x + m_uiVertices[vert_index_X4 + 2].uv1.x) / m_textInfo.characterInfo[i].aspectRatio)) / 2; // Center of Rectangle
                            //float yDelta = 0;

                            m_uiVertices[vert_index_X4 + 0].uv1.y = yDelta + (m_uiVertices[vert_index_X4 + 0].uv1.x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 1].uv1.y = yDelta + (m_uiVertices[vert_index_X4 + 2].uv1.x / m_textInfo.characterInfo[i].aspectRatio) + m_uvOffset.y;
                            m_uiVertices[vert_index_X4 + 2].uv1.y = m_uiVertices[vert_index_X4 + 0].uv1.y;
                            m_uiVertices[vert_index_X4 + 3].uv1.y = m_uiVertices[vert_index_X4 + 1].uv1.y;
                            break;
                    }
                    #endregion End UV Mapping Options

                    // Pack UV's so that we can pass Xscale needed for Shader to maintain 1:1 ratio.
                    float xScale = m_textInfo.characterInfo[i].scale * m_rectTransform.lossyScale.z;

                    float x0 = m_uiVertices[vert_index_X4 + 0].uv1.x;
                    float y0 = m_uiVertices[vert_index_X4 + 0].uv1.y;
                    float x1 = m_uiVertices[vert_index_X4 + 2].uv1.x;
                    float y1 = m_uiVertices[vert_index_X4 + 2].uv1.y;

                    float dx = Mathf.Floor(x0);
                    float dy = Mathf.Floor(y0);

                    x0 = x0 - dx;
                    x1 = x1 - dx;
                    y0 = y0 - dy;
                    y1 = y1 - dy;

                    m_uiVertices[vert_index_X4 + 0].uv1 = PackUV(x0, y0, xScale);
                    m_uiVertices[vert_index_X4 + 1].uv1 = PackUV(x0, y1, xScale);
                    m_uiVertices[vert_index_X4 + 2].uv1 = PackUV(x1, y1, xScale);
                    m_uiVertices[vert_index_X4 + 3].uv1 = PackUV(x1, y0, xScale);

                    // Enables control of the visibility of characters && lines.
                    if (m_maxVisibleCharacters != -1 && i >= m_maxVisibleCharacters || m_maxVisibleLines != -1 && currentLine >= m_maxVisibleLines) // || pages != AllPages &&
                    {
                        m_uiVertices[vert_index_X4 + 0].position *= 0;
                        m_uiVertices[vert_index_X4 + 1].position *= 0;
                        m_uiVertices[vert_index_X4 + 2].position *= 0;
                        m_uiVertices[vert_index_X4 + 3].position *= 0;
                    }
                    else
                    {
                        m_uiVertices[vert_index_X4 + 0].position += offset;
                        m_uiVertices[vert_index_X4 + 1].position += offset;
                        m_uiVertices[vert_index_X4 + 2].position += offset;
                        m_uiVertices[vert_index_X4 + 3].position += offset;
                    }

                    vert_index_X4 += 4;
                }

                m_textInfo.characterInfo[i].bottomLeft += offset;
                m_textInfo.characterInfo[i].topRight += offset;
                m_textInfo.characterInfo[i].topLine += offset.y;
                m_textInfo.characterInfo[i].bottomLine += offset.y;
                m_textInfo.characterInfo[i].baseLine += offset.y;

                // Store Max Ascender & Descender
                m_textInfo.lineInfo[currentLine].ascender = m_textInfo.characterInfo[i].topLine > m_textInfo.lineInfo[currentLine].ascender ? m_textInfo.characterInfo[i].topLine : m_textInfo.lineInfo[currentLine].ascender;
                m_textInfo.lineInfo[currentLine].descender = m_textInfo.characterInfo[i].bottomLine < m_textInfo.lineInfo[currentLine].descender ? m_textInfo.characterInfo[i].bottomLine : m_textInfo.lineInfo[currentLine].descender;

                // Need to recompute lineExtent to account for the offset from justification.
                if (currentLine != lastLine || i == m_characterCount - 1)
                {
                    m_textInfo.lineInfo[lastLine].lineExtents.min = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].firstCharacterIndex].bottomLeft.x, m_textInfo.lineInfo[lastLine].descender);
                    m_textInfo.lineInfo[lastLine].lineExtents.max = new Vector2(m_textInfo.characterInfo[m_textInfo.lineInfo[lastLine].lastCharacterIndex].topRight.x, m_textInfo.lineInfo[lastLine].ascender);
                }

                // Track Word Count per line and for the object
                if (char.IsLetterOrDigit(currentCharacter) && i < m_characterCount - 1)
                {
                    if (isStartOfWord == false)
                    {
                        isStartOfWord = true;
                        wordFirstChar = i;
                    }
                }
                else if ((char.IsPunctuation(currentCharacter) || char.IsWhiteSpace(currentCharacter) || i == m_characterCount - 1) && isStartOfWord || i == 0)
                {
                    wordLastChar = i == m_characterCount - 1 && char.IsLetterOrDigit(currentCharacter) ? i : i - 1;
                    isStartOfWord = false;

                    wordCount += 1;
                    m_textInfo.lineInfo[currentLine].wordCount += 1;

                    WordInfo wordInfo = new WordInfo();
                    wordInfo.firstCharacterIndex = wordFirstChar;
                    wordInfo.lastCharacterIndex = wordLastChar;
                    wordInfo.characterCount = wordLastChar - wordFirstChar + 1;
                    m_textInfo.wordInfo.Add(wordInfo);
                    //Debug.Log("Word #" + wordCount + " is [" + wordInfo.word + "] Start Index: " + wordInfo.firstCharacterIndex + "  End Index: " + wordInfo.lastCharacterIndex);
                }

                // Handle Underline
                #region Underline Tracking
                // TODO : Address underline and which font to use in the list
                if ((m_textInfo.characterInfo[i].style & FontStyles.Underline) == FontStyles.Underline && i != m_textInfo.lineInfo[currentLine].lastCharacterIndex) // m_textInfo.characterInfo[i].character != 10 && m_textInfo.characterInfo[i].character != 13)
                {
                    if (beginUnderline == false)
                    {
                        beginUnderline = true;
                        underline_start = new Vector3(m_textInfo.characterInfo[i].bottomLeft.x, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * m_fontScale, 0);
                        //Debug.Log("Underline Start Char [" + m_textInfo.characterInfo[i].character + "].");
                    }
                }
                else
                {
                    if (beginUnderline == true)
                    {
                        beginUnderline = false;
                        if (i != m_characterCount - 1 && (m_textInfo.characterInfo[i].character == 32 || m_textInfo.characterInfo[i].character == 10))
                        {
                            underline_end = new Vector3(m_textInfo.characterInfo[i - 1].topRight.x, m_textInfo.characterInfo[i - 1].baseLine + font.fontInfo.Underline * m_fontScale, 0);
                            //Debug.Log("Underline End Char [" + m_textInfo.characterInfo[i - 1].character + "].");
                        }
                        else
                        {
                            underline_end = new Vector3(m_textInfo.characterInfo[i].topRight.x, m_textInfo.characterInfo[i].baseLine + font.fontInfo.Underline * m_fontScale, 0);
                            //Debug.Log("Underline End Char [" + m_textInfo.characterInfo[i].character + "].");
                        }

                        DrawUnderlineMesh(underline_start, underline_end, ref last_vert_index);
                        underlineSegmentCount += 1;
                    }
                }
                #endregion

                lastLine = currentLine;
            }
            #endregion

            // METRICS ABOUT THE TEXT OBJECT
            m_textInfo.characterCount = (short)m_characterCount;
            m_textInfo.lineCount = (short)lineCount;
            m_textInfo.wordCount = wordCount != 0 && m_characterCount > 0 ? (short)wordCount : (short)1;

            // Need to store UI Vertex
            m_textInfo.meshInfo.uiVertices = m_uiVertices;

            // If Advanced Layout Component is present, don't upload the mesh.
            if (m_renderMode == TextRenderFlags.Render) // m_isAdvanceLayoutComponentPresent == false || m_advancedLayoutComponent.isEnabled == false)
            {
                //Debug.Log("Uploading Mesh normally.");
                // Upload Mesh Data
                m_uiRenderer.SetVertices(m_uiVertices, vert_index_X4 + underlineSegmentCount * 12);

                // Setting Mesh Bounds manually is more efficient.
                m_bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0) + m_anchorOffset, new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0));

                //m_maskOffset = new Vector4(m_mesh.bounds.center.x, m_mesh.bounds.center.y, m_mesh.bounds.size.x, m_mesh.bounds.size.y);
            }

            m_bounds = new Bounds(new Vector3((m_meshExtents.max.x + m_meshExtents.min.x) / 2, (m_meshExtents.max.y + m_meshExtents.min.y) / 2, 0) + m_anchorOffset, new Vector3(m_meshExtents.max.x - m_meshExtents.min.x, m_meshExtents.max.y - m_meshExtents.min.y, 0));

            m_isCharacterWrappingEnabled = false;

            // Has Text Container's Width or Height been specified by the user?
            /*
            if (m_rectTransform.sizeDelta.x == 0 || m_rectTransform.sizeDelta.y == 0)
            {
                //Debug.Log("Auto-fitting Text. Default Width:" + m_textContainer.isDefaultWidth + "  Default Height:" + m_textContainer.isDefaultHeight);
                if (marginWidth == 0)
                    m_rectTransform.sizeDelta = new Vector2(m_preferredWidth + margins.x + margins.z, m_rectTransform.sizeDelta.y);

                if (marginHeight == 0)
                    m_rectTransform.sizeDelta = new Vector2(m_rectTransform.sizeDelta.x,  m_preferredHeight + margins.y + margins.w);

                Debug.Log("Auto-fitting Text. Default Width:" + m_preferredWidth + "  Default Height:" + m_preferredHeight);
                GenerateTextMesh();
                return;
            }
            */

            //Debug.Log("Done rendering text. Margin Width was " + marginWidth +  " and Margin Height was " + marginHeight + ". Preferred Width: " + m_preferredWidth + " and Height: " + m_preferredHeight);

            //Debug.Log(m_minWidth);
            //Profiler.EndSample();
            //m_StopWatch.Stop();
            //Debug.Log("Done Rendering Text.");
            //Debug.Log("TimeElapsed is:" + (m_StopWatch.ElapsedTicks / 10000f).ToString("f4"));
            //m_StopWatch.Reset();
        }