Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

That is the issue, yes. I have a stopgap in my code that adds in the \u200B character on either side of the delay when it comes up, which seems to fix things. Example of what I'm doing below:

text.Append($"<e={TypeToTextmesh.ANIM_QUIET}>\u200B<d={delayTime}>\u200B<e={TypeToTextmesh.ANIM_TALK}>");