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Hope Erin Phillips

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A member registered Sep 06, 2015 · View creator page →

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Ah! I read that other thread a lil while ago before it was reopened for the same issue so sorry I didn't catch it! Setting RectTransform of the text to TopLeft instead of MiddleLeft did the trick, and actually makes my life easier for adjusting padding etc in code. 

Thanks for the speedy reply!

(Edited 1 time)

hello! I've noticed a strange behaviour within my dialogue system using Super Text Mesh. It appears that on the initial load of an Object with superTextMeshComponent, the bounding box for the actual text mesh sits higher inside the RectTransform, but on any further text readouts it settles down to where it normally sits.

Is their either a known reason why I'm seeing this behaviour or, in the case that it's accidentally being caused through something in my system, is there a variable i can target in STM to make sure the mesh always sits in the same place in the RectTransform?

Thanks!

Cool thank you! I suppose for now Ill look into disabling Rebuild() from OnEnable() and see if I need it or not in my use.

So I've implemented STM and this is my first time using it and I really like it! But today when I went to do some profiling and debugging I noticed that I was getting quite considerable spikes dropping FR down past 60 on really low intensity scenes (its a VN so really just text boxes). On further inspection I see that when activating and deactivating objects that have a super text mesh component, SuperTextMesh.Rebuild() & SuperTextMesh.set_text() creates a significant lil chunk in my garbage collection allocation.

I was wondering if this is normal behaviour and/or if there is a way to lessen this? I'm still new to optimizing garbage collection so it worries me to have < 60 fps spikes this early in production from just my dialogue system.

Thanks in advance!