Ahh, ok... Yeah hm WaitFrameThenRebuild() was initially added to solve a problem where STM wouldn't Rebuild upon being loaded into a new scene... but the call for UI text under Start()... I wish I commented *why* I set it up like that. My best guess is that I did it to get around an issue with Unity UI refusing to update it's layout, despite calling every possible way to refresh it. If that line is changed to just Rebuild(autoRead) I wonder if that would fix it, without causing the previous UI layout issues to come back...? I might have fixed the aforementioned layout issues in a previous build, but a new Unity UI layout issue always seem to crop up upon fixing an old one.