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Ahh, I understand what you mean! The size I was using was 32, and the height was 150. 32 x 5 = 160, which was the height that I coincidentally changed it to, which fixed things. I'll be running some tests with the attached dialog sample script with a size of 2, the first index being a long string that the text box can't cover fully, and the second index being a short string that the text can more than cover fully: Setting the height to 150 and the size to 30 also fixed things. And as you said, I tried testing incompatible multiples of 150 between all vertical limit modes just to be safe. (along with a read delay of 0.1) It only affects the auto pause full effect.

When changing the read delay to 0, things seem a bit weird. With auto-pause, it seemed show just the last four lines of text (of the longer string), with auto pause full only showing the last two lines of text. (the short-string index was also missing for some reason) Setting the size to 30 to be compatible with the 150 (with auto pause full) just shows the last line, while with auto pause showing only two of the last lines, yet the string on the short-stringed index was missing entirely, despite it appearing on the inspector text.

I don't think anything in my current project should be adversely affecting this, but I may as well isolate the testing into a new unity project.

However, the effects still appear the same. As long as there is some read delay, (and keeping size a multiple of height in regards to auto pause full), everything is all there, no disappearances of text. While I don't plan on leaving the delay to 0, I do find this to be strange behavior, or maybe what I'm experiencing is due to me not activating a certain other setting in the component?

Catching this before bed again, it could just be that when the read delay is 0, it's skipping to the end of the text and otherwise behaving fine? If you can send me a sample scene to my email posted on my website, I can check for sure!

Good afternoon! Sorry for the super late reply, but I will be emailing you later today! Attached in the email are all the files I've created for a default scene, along with three game objects under a canvas: One where the text is a multiple of height, one where the text is not a multiple height where each have tests for auto pause without delay, auto pause with delay, auto pause full without delay, and auto pause full with delay (interestingly, with auto pause full and a delay of 0.1 it seems to cut text), and my own example that I've been working on (one with a multiple height, and one without. The already active object of multiple of height that highlights the problem). I hope we can gain a better understanding of this. :)