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I'd forgotten how integrated my tutorial system is with prefabs (it relies on assets for initialization of a lot of things).  So I decided that rather than redesign the whole system, it would be easier just to have an unpacked tutorial prefab in the scene that I use to mock up the text, then copy and paste that text into each prefab.  It's a bit higher maintenance since I have to replace that unpacked prefab any time there's a change to the parent (also changes to the parent are still super slow), but overall it should take a lot less time that rebuilding the system to not use prefabs.

Your preset script is cool, but having things in prefabs allows me to change ALL aspects of an object including its UI elements, not just the text itself.  I appreciate all of your effort on this, and if I can get the rich text tags to work as needed I will stick with STM, with the hope that these performance issues (both with prefabs and long text in general) will be fixed in the future.

Regarding rich text tags, I was under the impression that you can create your own custom tags; but after taking a closer look at the documentation I only see instructions on how to edit existing ones or add colors.  How would I go about implementing my own tags?  For example:

  1.  <h1> to increase relative font size and make the text bold?
  2. <ol> / <ul> / <li> Ordered and unordered (bullet) lists / list items?

It's OK if I have to define my own logic for generating the final text (or if you're using TMP under the hood, that's even better, since I already have logic for converting these tags to TMP tags).  If you could just point me to the relevant code/assets that would be great.