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In SuperTextMesh.cs, please comment out line 1672! So... please turn this...

}else{
                StopReadRoutine();
                //Debug.Log("Not autoreading");
                SetMesh(0f); //show nothing
            }

into this

}else{
                //StopReadRoutine();
                //Debug.Log("Not autoreading");
                SetMesh(0f); //show nothing
            }

I think my original intent with this code was... If STM has a read delay > 0, but is not set to autoread, stop the read coroutine and set the mesh to be empty. But this stop coroutine call would halt a manual Read() too. I think removing this line should work, so please let me know if it works for you!

(3 edits)

Sorry, but it still doesn't work. I still need wait 2 frame after super text mesh activates to use Read(), otherwise, when I use Read() the entire text will show immediately without reading process.

And if I set auto read to true, skip to end  and currentReadTime will still not work if super text mesh is just active. (I need use yield return null to wait one frame after super text mesh is active).

Hmm... what version of Unity are you using? and are you using STM with Unity UI, or without? The behaviour upon start is a bit different between the two, so maybe that's why I got different results than you did

(4 edits)

Unity 2020.3.33f1c2 and I used Unity UI for test(stm is inside Canvas). I have tried 3D stm, and the result is same.

(2 edits)

There are the setting of stm and  the code I used for my tests, maybe this information will be useful to you.

using System.Collections;

using UnityEngine;

public class Test : MonoBehaviour

{

    public SuperTextMesh superTextMesh;

    private void Awake()

    {

        superTextMesh.gameObject.SetActive(false);//the superTextMesh is hide when game is start.

        superTextMesh.readDelay = 0.01f;//read delay >0

        superTextMesh.autoRead = false; //auto read set false, I will call auto read later

    }

    //add it to buttons

    public void AddToButton1()

    {

        StartCoroutine(TestCode1());

    } public void AddToButton2()

    {

        StartCoroutine(TestCode2());

    } public void AddToButton3()

    {

        StartCoroutine(TestCode3());

    }

    //set stm gameobject active and call read immediately.

    public IEnumerator TestCode1()

    {

        superTextMesh.gameObject.SetActive(true);

        superTextMesh.Read();

        Debug.Log(superTextMesh.reading);//true

        yield return null;

        Debug.Log(superTextMesh.reading);//false

        yield return null;

        Debug.Log(superTextMesh.reading);//false

        yield return null;

        Debug.Log(superTextMesh.reading);//false

    }

    //set stm gameobject active and call read after one frame.

    public IEnumerator TestCode2()

    {

        superTextMesh.gameObject.SetActive(true);

        yield return null;

        superTextMesh.Read();

        Debug.Log(superTextMesh.reading);//false

        yield return null;

        Debug.Log(superTextMesh.reading);//false

        yield return null;

        Debug.Log(superTextMesh.reading);//false

    }

    //set stm gameobject active and call read after two frame.

    public IEnumerator TestCode3()

    {

        superTextMesh.gameObject.SetActive(true); 

        yield return null;

        yield return null;

        superTextMesh.Read();

        Debug.Log(superTextMesh.reading);//false

        yield return null;

        Debug.Log(superTextMesh.reading);//false

    }

}

(1 edit)

Ok, I think I've fixed it! Please send me an email through my website so I can send you an updated version of SuperTextMesh.cs!

I just emailed you and thank you so much for your help.