Hey,
I've been adding more and more example scenes as STM to function as tutorials along with a few short videos, but contacting me like this is probably the fastest way to get things done!
In this last update, I was actually going to add this exact feature, making it so the "blink" tag was "additive", so it wouldn't override the colour of a mesh with its own, instead just adding to it and using the gradient's alpha as an override. I realized that this would lead to some really odd edge-cases... the blink tag is actually just a "color" tag, so that means it overrides the current active colour, anyway. I could try adding it in, but I'm just worried that it might lead to more confusion with usability down the line since STM's colour tags aren't additive, they just replace eachother when you type a new one.
I figured that in a final build of a game, typically text boxes settle on just one or two colours and the blink tag is pretty unpopular, so having two separate blink tags for this was easier than the potential confusion it might cause? But I could mess around with this and see if I get good results! I'll keep you posted for version 1.8.2!
Quads should be explained in the docs and in my tutorial video, but here's a quick rundown:
- Inside of any Super Text Mesh component, click the rainbow "T" in the top-right corner. This will open up the "Textdata Inspector" where you can edit and create all the effects for Super Text Mesh. (This uses the resources folder you mentioned earlier, but this is an easier way to edit everything all at once)
- Under "Inline > Quads" you can find all the quads! Click the "create new quad" button to create a new quad that you can then edit. Check out the default "anyButton" quad to see how splitting a texture across multiple quads and animated quads work!
- After you define a quad, I suggest putting it in a mesh and editing the values right there to make sure everything is sized appropriately.
I hope this helps!
-Kai