Yep. 2017.1 should be released around June. But I think you might have to display a message if the user adds a SuperTextMesh to a canvas that doesn't have the correct shader channel.
Recent community posts
I don't think I follow you.
I'm setting the shader channel variable through the inspector field on the Canvas, not through code.
Also, I only tested on 2017.1.0b5, since that version didn't crash like 5.6, I assume they changed something.
Update from Unity:
We've tested this on Unity 2017.1.0 and the crash does not occur there.
2017.1.0 is currently in beta but it should roll out soon.
If you are able to reproduce it with unity 2017.1.0, please respond to this email."
We have been able to reproduce this bug and have sent it for resolution with our developers.
We highly appreciate your contribution. If you have further questions, feel free to contact us.
Unity QA Team
Talking about the issue tracker, I have a fogbuz ticket because I reported it through the crash reporter. Should this create an issue tracker? Or are there 2 independent reporting systems?
I'm testing out the various features of Super Text Mesh and I consistently get a crash when I try to use the inline quads in a UI setting.
- Create a new project with Unity 5.5.0f3.
- Import Super Text Mesh.
- Add a Super Text Mesh component in the scene by doing 'right click>UI>Super Text Mesh'.
- Change the text to '<q=anybutton>'.
- Unity crashes with this Editor.log.
If instead of '<q=anybutton>' I type '<q=cross>', it works but my console is spammed with this error (and will crash whenever I add another inline tag):
Converting invalid MinMaxAABB
SuperTextMesh:SetMesh(Single, Boolean) (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:2377)
SuperTextMesh:SetMesh(Single) (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:2345)
SuperTextMesh:Rebuild(Single) (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:925)
SuperTextMesh:Rebuild() (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:884)
SuperTextMesh:Update() (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:931)
First of all, great asset!
Just to add a bit more precision, this does indeed happen when you import the asset with the serialization setting set to 'ForceText'. Changing it to 'Mixed' with the asset already imported will get rid of the errors but all builtin content (Gradients, etc.) won't work. The trick is to set the serialization setting to 'Mixed' before importing the asset and then set it back to 'Force Text'. Then all the builtin content will work.
Just thought I'd save everyone the 5 mins it takes to figure it out. :P
Btw it happened to me on 5.5.0f3.