Hey thanks for replying, I didn't see it and got busy with other things as we're trying to launch the game in less than two weeks.
Toggling ZWrite and changing the render queue didn't fix it unfortunately. I'm seemingly able to use STMMaskableGraphic on one text field that I was testing real quick, but I also remember STMMaskableGraphic not working a month ago when troubleshooting this.
I'd also like to ask about runtime optimizations since I've been on a war path to get this game to run well on the Quest 2. I've learned that batches have been killing me because of the open world type layout of my game. Is there anything in your package to help reduce batches? Like somehow instancing text fields or their outlines? I think each STM component is a draw call and double the ones that use an outline component. Also, maybe you have a function to stop rendering text a certain distance away from the camera? If not, I'll probably remove any outlines and also set up a component on each canvas that enables the gameobject only when the camera is nearby.






