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Hey!

I forgot to mention last time, I have a script included in the sample folder named "STMPagination" that can be used to do this, or used as an example. Here's an updated version (with delegate events instead of requiring UnityEvents) so you don't have to dig through my code: https://pastebin.com/g46WEWvn

I hope this helps!

Thanks, worked like a charm!

This looks incredible!!

Okay, going very well but I've run into an issue. If I set the text on the same frame the text object was activated then it doesn't calculate the remaining text. It just assign all the text even though a bunch of it is cut off. If I set it on the first update it works fine.



To clarify, are you enabling the text gameObject or text component? There's a biiit of code that'll be changing in the next update that should finally make the two work exactly the same, but...


In some situations, when enabled, Super Text Mesh will actually take one extra frame to recalculate. It's an old fix to get around a problem with async loading. Using a manual Rebuild upon enable is probably the best option here. (You can disable auto-rebuild in the inspector to prevent it from rebuilding twice!)

Hopefully that works... if there's any further issues I'll take a deeper dive into this!

That could be the problem. I'm enabling the whole gameobject. I fixed it by calling rebuild right after setting the text.