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Oh, I see! I suppose since an arbitrary amount of text *does* need to be added to this space to fit the game's design, that is a good reason for this feature to exist... I'll add fixing up the "multiline" best fit mode back to my to-do list! The current implementation *works* but I'm just not satisfied with it. But since text will still get too small for where it's needed, I'm not sure it's the complete solution for this...


Hmm, if you're having text that's too small on a lot of cards, maybe they could automatically zoom in on hover instead of when pressing "view enlarged"? Or display the effect text enlarged somewhere else on screen? That way, there's no automatic scrolling that might happen at a bad time... I do want to add this best fit option as a feature to be clear, but I'm always thinking of stuff from a UX perspective.


Finally, Super Text Mesh *should* be compatible with SpriteMasks, so that will work outside of Unity UI as a manual type of scroll rect. (And you can have a world space canvas as well!)

Thank you! I suppose "popping out" an enlarged version of the text that uses STM features to show what's changed would be a pretty decent solution for now! I will probably hold off on making that animation, but it could enhance the current functionality anyway, so it's a pretty good idea. Thank you again for all the help!