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Just a note, this bug doesn't happen on Windows in Unity 5.3.4, which I build STM in, but happens in Unity 5.6. I'm not sure what changed between those two versions, but it's a step forward, I guess?

UI text has given me so many issues, it's frustrating to troubleshoot... Could you send me a .unitypackage with an example scene to my support email? Either the one on STM's store page, or the one on my website will work!

Are you using async loading? Another customer was having an issue with this, and I was hoping to properly fix it in the next update. The temp solution I told them was to use FindObjectsOfType() and call Rebuild() on all of the meshes, but that's weird that it's not doing anything for you. The cause probably has something to do with the OnSceneLoaded delegate on STM.

Does it still happen with non-UI text? That might help me narrow down the cause.

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If you're using the most recent version, v1.4.5, you're going to have to keep the "multi material UI" bool under the "Appearance" tab unchecked. It doesn't cause a crash on Mac, but causes a nasty crash on Windows, unfortunately. The bool was left in for when Unity eventually fixes the bug, or gets back to me on what else to do to prevent the crash.

For now, I highly recommend not using Unity UI, and just using the standard text mesh, which is fully-featured.

I have an "Anchor to Screen" script that replaces the screen-anchoring feature of Unity UI that I've been meaning to release, so I can give you an early version of the code if you want to try it out!

I also recently picked up a Windows PC, so I'll be trying again to solve this bug in the near future!

(Oh oops, didn't realize this was a reply to the thread at first, didn't mean to explain that all again)

I'm honestly not sure? Unity has so many different things that do the same thing so it's kinda hard to keep track of. But let me know if you get any updates, or they need more info from me. I also made this forum post about the issue, but it kinda accidentally turned into a journal: https://forum.unity3d.com/threads/canvasrenderer-crashes-unity-when-given-a-mesh-that-has-submeshes-more-than-one-material.439133/

Sweet! Just pushed an update that makes this a toggle for now, and tried emailing someone at Unity who helped me before. I really want to get this bug taken care of once and for all

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Damn, I'm really not sure, then! That log is very handy though, but it's all Unity backend stuff that I don't know how to make sense of. I'll try getting in contact w/ Unity again, but I've had no luck so far.

Til then, the non-UI canvas should work perfectly.

Oof, yeah this looks like the whole "multiple materials on a canvas crash Unity" bug again. I tried to fix this in the latest update since it seemed to be fixed on my computer, but I suppose it's not the case? I've been asking on the Unity forums for months how to solve this and never got a reply, so it's hard to tell if this is something wrong w/ Unity, or if I'm setting materials incorrectly.

One user has already contacted me about this, but all I can really do right now is add a toggle to enable/disable multiple materials on UI? I'll be uploading that version soon, but that's not really the best fix. I'm developing on a mac, and don't have access to a PC to test this yet, and I'm not too sure where to begin...

I'm coding blind, but give this a shot:

Around line 2430 or so, you'll see a block of text like this:

c.materialCount = newMats.Length+1;

for(int j=0; j<c.materialCount-1; j++){



Try changing it to be like this:

c.materialCount = newMats.Length+2;

for(int j=0; j<newMats.Length; j++){



In the previous build, adding that +1 prevented the crash for me, so it's just a guess, but maybe this'll work?

Included this in v1.4.4!


That's a really good point, I'll make sure to change this in the next update! The maximum value of the slider is controlled in the script "STMCustomInspectorTools" (which should be in the scripts folder) on line 100. You can change the second value to be a bigger number than 1. Might just make this an unrestricted value in the next update, then!

Fixed it in v1.4.3! The prefabs are now in the resources folder. I believe that's the only way to get an asset from within a static function like the one that creates GameObjects.


Everything was meant to be left in that specific folder, but you can also create a new UI text by doing this:

  • Create a new child object under a canvas
  • add a Super Text Mesh component to it
  • it'll become the same as the prefab, without needing the prefab!
That said, I'll try to add relative folders for the next update! I can see why users would want to organize folders like that. I should be able to do that with AssetDatabase.GetAssetPath, so hopefully that'll work!

Nice catch! Patched this in, and I'll update it soon! Ive seen weird quirks like this before, so I'm not surprised there's one I missed. Thanks!

Update again:

Arabic is now supported thanks to this amazing open-source script: https://github.com/Konash/arabic-support-unity

In the next update I'll be linking to this in the docs, since I got permission from the developer! I'll also be detailing how to get it working together with STM in the docs, too.

Ah okay, what's happening right now is one of the reasons I prefer selling on itch.io... I submitted v1.4 to the asset store using Unity 5.4.2, meaning v1.4 doesn't appear for anyone with a lower Unity version number until I submit using an Older version of Unity. (Even though I know it'll run fine on any version of Unity 5.4) So... you're still using v1.3 right now! I need to redownload an older version of Unity and resubmit with that to avoid this in the future.

Send me an email at support[@]kaiclavier.com with your asset store invoice, and I'll get you an itch.io key so you can get the latest version!

Could you give me the current error log? The code moved around a lot since the update and I'm trying to figure out what line is calling this, because I still can't seem to recreate this yet. Also, what version of Unity are you using?

Does it happen when you create a new Super Text Mesh object from the GameObject menu, then create a prefab of that? I believe somewhere between v1.2 and v1.3 there was an odd bug that would effect older textmeshes because of how they used to be created.

If this doesn't work I have a few more guesses, but hopefully you just have to re-create the GameObject?

Could you give v1.4 a shot? I know it still says "beta" on the store page, but it's actually the version i just submitted to the asset store! I've fixed a ton of bugs and it's kinda impossible for me to bugfix older versions. (I'm actually going to be taking v1.3 and below down afterwards)


Just an update on this post:

Inline Images are now in STM, so you can get emoji working that way!

RTL read order is also in now, but I'm still working on how to handle languages that have letters that join together, like Arabic.

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Hey! I'm trying to recreate this, but can't seem to get the error to occur. What version of STM are you using?


The playmaker actions were written by a friend of mine, and I just linked them this forum post. They're gonna take a look at the actions, and I'll get back to you asap! The actions were last updated for v1.2, so some things have probably broken since then. Thanks for catching em!

Hey! Support for non-roman scripts depends on the font you supply. If your font contains the appropriate characters, then it'll be fine. Here's an image showing a font that contains Japanese characters: http://imgur.com/YagfBi6

(An exception to this is emoji, which seems to get totally messed up in Unity for some reason. Emojis don't seem to work in standard text meshes either, so I'm planning a workaround for a future update.)

As for RTL text, it'll display just fine! But like every text field in Unity, it seems like you have to type backwards, or just copy-paste in the text you want to use. Unity is looking into support for RTL inspector fields in the future, from what I've heard.

Finally, for the animations that read out text, there's currently no support for it, but it's a feature that's already on the to-do list in the docs! So it'll be added sometime soon. I think I might have just come up with an easy way for me to do it, so hopefully it'll be in the next update!

Hmm I tried looking it up and only found other people talking about it happening while importing assets. Just to check, you're using Unity 5.3.2+, right? Maybe it's a version problem?

I'm reading that it might have to do with "Force Text Mode" being enabled under "Asset Serialization" in "Edit > Project Settings > Editor". Try changing that setting to "Mixed"? This is just my best guess.

Replied to SebasRez in More Q's

Yeah sorry about that! The rest of the actions will be coming shortly! The existing ones are already useful for most things.

If you buy it on itch.io, itch lets me send out a notification by email whenever I upload a new file!

Posted in More Q's


Alright so: at the very bottom of the inspector, there's some UnityEvents like this (On Complete Event and Custom Event)

On Complete Event gets invoked when the text mesh is finished reading out. In a later update, there will be a "Set Dialogue Text" node for Playmaker that you can use that will report this, too. (And have other nifty options for setting dialogue text) Unfortunately the person doing Playmaker implementation for me has been busy and I didn't get to put it in this update. It will be coming soon, though!

Color, scale, font (sorta), and all big options like that can actually be controlled with more custom tags! You don't even need to touch a custom playmaker node to do this, you can write it straight into your strings:

(Note the "Text" field in the picture above, and how it impacts the in-game text)

Now, as for configuring stuff...

All of this custom data is stored in a file called "TextData" which is shared across all text meshes in your game. There's no real point to change it with Playmaker, cause it's already code-free. It just uses the inspector so it can be edited:

Here's what configuring the <c=COLOR> tag looks like, for instance. You can set preset colors that can be called with <c=MyColorName>, and gradients/textures can be set in the same way. The color tag also works with hex codes too if you just want to set color directly.

Scale can be set with <s=FLOAT>, which overrides the "size" variable in the inspector. This can be changed mid-string, too.

The speed, strength & density of waves can be changed on the fly by setting up multiple waves to change between! The tag <w> just does the same thing as the tag <w=default>. You can customize as many custom waves as you want in TextData, and swap between them in-string!

Fonts can be changed with custom tags too, but right now it can only be used to change the font of the whole mesh.

And yes! You can actually customize draw animations, too! Here's a quick attempt at recreating the draw animation from the video above:

Hope that answers everything! Please let me know if you have more questions!


Looked into it, and the problem seems to be that Camera.current is meant for low-level render control, only: https://docs.unity3d.com/ScriptReference/Camera-cu...

Instead of using Camera.current, try using Camera.main or a public Camera variable!

Created a new topic Super Sprite Trail Support
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Hey! If you have any questions regarding Super Sprite Trail, just let me know with these forums!

Created a new topic Super Text Mesh Support
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Hey! If you're having any trouble with Super Text Mesh or want any questions answered, post about it on these forums!

Sweet, added it! Seems to work fine.

And yeah, I should probably use github for this! Just not sure how to set it up for one asset, actually? I've currently got all my Unity assets in one project file that I save to bitbucket...

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Oh! Maybe it behaves differently on windows, cause on mac it seems to remember fine without EditorPrefs? But using EditorPrefs makes sure that you won't lose a note anyway, so I'll be updating the package to have this right now! Thanks! :D

EDIT: OKAY found a big problem with this! EditorPrefs stay consistent across ALL projects so... I just accidentally lost a ton of notes. But it's cool, uploading a small update that saves with a unique key to each project. Whatever, those notes probably weren't important anyway... (THIS THING REALLY NEEDS AN UNDO BUTTON???) I think I'd like for this to save to a txt file, rather than EditorPrefs, if anything? Losing notes like that feels... bad. It'd also mean that notes can get saved w/ git pushes. If v0.3 is uploaded, I've added this

Created a new topic Nifty Unity Assets!!!

Heya! I've made some Unity assets before so I thought I'd post em here for people to use:

https://kaiclavier.itch.io/unity-screenshake-asset - Easy way to get a screenshake effect in Unity, works together with any camera script.

https://kaiclavier.itch.io/notepad-for-unity - Simple way to take notes in Unity. Good for keeping track of small projects.

I've also got a couple others on the asset store, and few unreleased ones, so ask me for those if you're interested!

If anyone else has assets they've made that other jammers can use, link em here!!

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Heya! I'm Kai! I'm actually currently hosting Loading Screen Jam, here on itch.io! When I'm not hosting jams I'm usually just making games about wandering forever, cats with swords, or developing tools for Unity.

The importance of the actual game depends on the loading screen game you want to make! So yes, you can put in a placeholder if you like!

In every jam I've gone to, usually people start working from scratch, so... if you end up making a loading screen for a pre-existing game of yours, make sure to explicitly state that the game is a pre-existing one! :D

Posted in Content?

Absolutely! It's just the theme of the jam, it doesn't have to be an actual loading screen. :D

Created a new topic 2 weeks of loading left!

Just a heads up, it's two weeks until loading screen jam! Not much else to say on this... Is everyone okay with the week-long time limit? The jam starts on a Friday, so I could potentially reduce the time to be just that weekend, or expand it to include the next weekend, too! Lemme know what you think!