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KaiClavier

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A member registered Jul 23, 2014 · View creator page →

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Let's start with the email! It'll be tricky for me to debug the current version, anyway.

Hmm could it be a rogue while loop somewhere in the custom commands? It's also possible a custom command is not using the "appIsPlayingAndExcecute" boolean, which can be used to avoid running code when text is simply viewed in the editor. For example, if that variable is removed from an "add" method, it will add to a value every frame the text is viewed in-editor.


If those two aren't an option, please send me an email with your invoice no., I have a new build of Fleece that's 99% ready for release that fixed/adjusted a ton of small things, so it's possible this could be a bug I've fixed already. Maybe.

Got it! I'll make sure to publish the fix soon, but for now, make these 3 changes to SuperTextMesh,cs:


Line 2947:

deletedChars += closingIndex-i;


Line 3002:

ParseText_info.rawIndex = i + deletedChars + 1;


Line 3861 - put this if statement in front of it:

if(cutoffPosition <= preParsedText.Length)

(1 edit)

Please send me a screenshot of the Unity Editor with the full inspector for Super Text Mesh open so I can reproduce the error! I want to see the text and autoWrap values specifically.

Hello,

The new version of STM has been released! Is this error happening in v1.12.0? If not, please upgrade and let me know if the bug persists, and I'll do my best to fix it!

I'm sorry, Super Text Mesh doesn't feature anything like a marquee. if you're using STM with Unity UI, putting it inside of a mask and setting up an animator/script to scroll the text should give the effect you're after!

Hm, if you have the Clavian folder set to ignore, yes I think that will stop quads from being committed to github. Is it possible to un-ignore a subfolder, like the resources folder?

Is it possible a second "STMQuads" folder exists somewhere else in the project? The way resources work in Unity, it combines all resources folders into one, so maybe it's that...? That's the only thing that's coming to mind at the moment.

Please try navigating to Clavian > SuperTextMesh > Resources > STMQuads and see if you have multiple quads there with the same name. The dictionary tool there might be getting confused by that. (Maybe the same asset got created twice upon import?) At the bottom of the TextData inspector, click "Refresh Database" to have it update changes made by editing the project folder.


Please let me know if this works!

Hey!


I finally added this as a feature: https://twitter.com/KaiClavier/status/1441149108744454155


I'll be adding this to the next release of STM, which will hopefully be soon! But please let me know if you want a beta version. Sorry it took a year!

(1 edit)

Find the material that the STM object is using in the project folder, then view it's inspector. The stencil buffer settings are exposed there! You might have to change STM's text to force the material to update.

That regex is generated from a script somewhere. I haven't found a regex script that's any less... specific than it that doesn't delete non-emoji characters, too.

But yeah building it dynamically... I think it can be done, if the names can be converted back to the right format, shooould be doable? Maybe? I didn't find any C# generators, but maybe another language's could be modified.

(2 edits)

Okay, so I still feel this is a quick-and-dirty solution, but: 



I put all those .pngs inside of a folder named "Resources", then made sure all the images are imported as textures.

Then, I attach this script to the STM object I want to be able to render emoji: https://pastebin.com/qr9me3GA Hopefully pastebin properly uploads that soon...

Either way... the unity inspector itself isn't equipped to render emoji, so they will be invisible in all editor textboxes, and if you try and backspace though it, it will break surrogate heads and tails. I don't have a way around this besides saying to have your game's script be in a .txt file or just using quads. But... for player input that never has to see the unity inspector... this should work. Just make sure that if a player backspaces, to delete the entire quad tag instead of the last character in your text entry field.

I could add a method that can do this for the next update, but the process will be...


Regex match drawText "(<q=\w+?>)$"

If this match returns any result, the last thing being displayed by STM is a quad, so...

Well, the emoji are still being stored *as emoji* in STM, so I'd use that huge emoji regex to remove the last emoji in the string.

(1 edit)

You can use superTextMesh.textMesh.bounds if you need to!

(5 edits)

Here's today's progress: (pastebin won't let me upload this so... forgive the bad formatting. Maybe this link won't be broken by the time you see this: https://pastebin.com/kxsG8B2e)


using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Text; using System; using System.Text.RegularExpressions;  //code and ideas stolen from here for now (sorry):   //<a href="<a href="https://stackoverflow.com/questions/44728740/how-to-convert-emoticons-to-its-utf-32-escaped-unicode">https://stackoverflow.com/questions/44728740/how-to-convert-emoticons-to-its-utf-32-escaped-unicode</a>"><a href="https://stackoverflow.com/questions/44728740/how-to-convert-emoticons-to-its-utf-32-escaped-unicode</a>">https://stackoverflow.com/questions/44728740/how-to-convert-emoticons-to-its-utf-32-escaped-unicode</a></a>  //<a href="<a href="https://stackoverflow.com/questions/55082644/c-sharp-regular-expression-to-find-a-surrogate-pair-of-a-unicode-codepoint-fro">https://stackoverflow.com/questions/55082644/c-sharp-regular-expression-to-find-a-surrogate-pair-of-a-unicode-codepoint-fro</a>"><a href="https://stackoverflow.com/questions/55082644/c-sharp-regular-expression-to-find-a-surrogate-pair-of-a-unicode-codepoint-fro</a>">https://stackoverflow.com/questions/55082644/c-sharp-regular-expression-to-find-a-surrogate-pair-of-a-unicode-codepoint-fro</a></a>  public class STMEmoji : MonoBehaviour  {      //U+1F004 is mahjong tile     private string text = "wow🀄... 👨🏽‍🌾";      void Start ()      {         DoEmoji();     }      void DoEmoji()     {         string x = text;          MatchCollection emojiMatch = Regex.Matches(x, @"[#*0-9]\uFE0F\u20E3|[\u00A9\u00AE\u203C\u2049\u2122\u2139\u2194-\u2199\u21A9\u21AA\u231A\u231B\u2328\u23CF\u23E9-\u23F3\u23F8-\u23FA\u24C2\u25AA\u25AB\u25B6\u25C0\u25FB-\u25FE\u2600-\u2604\u260E\u2611\u2614\u2615\u2618]|\u261D(?:\uD83C[\uDFFB-\uDFFF])?|[\u2620\u2622\u2623\u2626\u262A\u262E\u262F\u2638-\u263A\u2640\u2642\u2648-\u2653\u265F\u2660\u2663\u2665\u2666\u2668\u267B\u267E\u267F\u2692-\u2697\u2699\u269B\u269C\u26A0\u26A1\u26AA\u26AB\u26B0\u26B1\u26BD\u26BE\u26C4\u26C5\u26C8\u26CE\u26CF\u26D1\u26D3\u26D4\u26E9\u26EA\u26F0-\u26F5\u26F7\u26F8]|\u26F9(?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\u26FA\u26FD\u2702\u2705\u2708\u2709]|[\u270A-\u270D](?:\uD83C[\uDFFB-\uDFFF])?|[\u270F\u2712\u2714\u2716\u271D\u2721\u2728\u2733\u2734\u2744\u2747\u274C\u274E\u2753-\u2755\u2757\u2763\u2764\u2795-\u2797\u27A1\u27B0\u27BF\u2934\u2935\u2B05-\u2B07\u2B1B\u2B1C\u2B50\u2B55\u3030\u303D\u3297\u3299]|\uD83C(?:[\uDC04\uDCCF\uDD70\uDD71\uDD7E\uDD7F\uDD8E\uDD91-\uDD9A]|\uDDE6\uD83C[\uDDE8-\uDDEC\uDDEE\uDDF1\uDDF2\uDDF4\uDDF6-\uDDFA\uDDFC\uDDFD\uDDFF]|\uDDE7\uD83C[\uDDE6\uDDE7\uDDE9-\uDDEF\uDDF1-\uDDF4\uDDF6-\uDDF9\uDDFB\uDDFC\uDDFE\uDDFF]|\uDDE8\uD83C[\uDDE6\uDDE8\uDDE9\uDDEB-\uDDEE\uDDF0-\uDDF5\uDDF7\uDDFA-\uDDFF]|\uDDE9\uD83C[\uDDEA\uDDEC\uDDEF\uDDF0\uDDF2\uDDF4\uDDFF]|\uDDEA\uD83C[\uDDE6\uDDE8\uDDEA\uDDEC\uDDED\uDDF7-\uDDFA]|\uDDEB\uD83C[\uDDEE-\uDDF0\uDDF2\uDDF4\uDDF7]|\uDDEC\uD83C[\uDDE6\uDDE7\uDDE9-\uDDEE\uDDF1-\uDDF3\uDDF5-\uDDFA\uDDFC\uDDFE]|\uDDED\uD83C[\uDDF0\uDDF2\uDDF3\uDDF7\uDDF9\uDDFA]|\uDDEE\uD83C[\uDDE8-\uDDEA\uDDF1-\uDDF4\uDDF6-\uDDF9]|\uDDEF\uD83C[\uDDEA\uDDF2\uDDF4\uDDF5]|\uDDF0\uD83C[\uDDEA\uDDEC-\uDDEE\uDDF2\uDDF3\uDDF5\uDDF7\uDDFC\uDDFE\uDDFF]|\uDDF1\uD83C[\uDDE6-\uDDE8\uDDEE\uDDF0\uDDF7-\uDDFB\uDDFE]|\uDDF2\uD83C[\uDDE6\uDDE8-\uDDED\uDDF0-\uDDFF]|\uDDF3\uD83C[\uDDE6\uDDE8\uDDEA-\uDDEC\uDDEE\uDDF1\uDDF4\uDDF5\uDDF7\uDDFA\uDDFF]|\uDDF4\uD83C\uDDF2|\uDDF5\uD83C[\uDDE6\uDDEA-\uDDED\uDDF0-\uDDF3\uDDF7-\uDDF9\uDDFC\uDDFE]|\uDDF6\uD83C\uDDE6|\uDDF7\uD83C[\uDDEA\uDDF4\uDDF8\uDDFA\uDDFC]|\uDDF8\uD83C[\uDDE6-\uDDEA\uDDEC-\uDDF4\uDDF7-\uDDF9\uDDFB\uDDFD-\uDDFF]|\uDDF9\uD83C[\uDDE6\uDDE8\uDDE9\uDDEB-\uDDED\uDDEF-\uDDF4\uDDF7\uDDF9\uDDFB\uDDFC\uDDFF]|\uDDFA\uD83C[\uDDE6\uDDEC\uDDF2\uDDF3\uDDF8\uDDFE\uDDFF]|\uDDFB\uD83C[\uDDE6\uDDE8\uDDEA\uDDEC\uDDEE\uDDF3\uDDFA]|\uDDFC\uD83C[\uDDEB\uDDF8]|\uDDFD\uD83C\uDDF0|\uDDFE\uD83C[\uDDEA\uDDF9]|\uDDFF\uD83C[\uDDE6\uDDF2\uDDFC]|[\uDE01\uDE02\uDE1A\uDE2F\uDE32-\uDE3A\uDE50\uDE51\uDF00-\uDF21\uDF24-\uDF84]|\uDF85(?:\uD83C[\uDFFB-\uDFFF])?|[\uDF86-\uDF93\uDF96\uDF97\uDF99-\uDF9B\uDF9E-\uDFC1]|\uDFC2(?:\uD83C[\uDFFB-\uDFFF])?|[\uDFC3\uDFC4](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDFC5\uDFC6]|\uDFC7(?:\uD83C[\uDFFB-\uDFFF])?|[\uDFC8\uDFC9]|\uDFCA(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDFCB\uDFCC](?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\uDFCD-\uDFF0]|\uDFF3(?:\uFE0F\u200D\uD83C\uDF08)?|\uDFF4(?:\u200D\u2620\uFE0F|\uDB40\uDC67\uDB40\uDC62\uDB40(?:\uDC65\uDB40\uDC6E\uDB40\uDC67|\uDC73\uDB40\uDC63\uDB40\uDC74|\uDC77\uDB40\uDC6C\uDB40\uDC73)\uDB40\uDC7F)?|[\uDFF5\uDFF7-\uDFFF])|\uD83D(?:[\uDC00-\uDC14]|\uDC15(?:\u200D\uD83E\uDDBA)?|[\uDC16-\uDC40]|\uDC41(?:\uFE0F\u200D\uD83D\uDDE8\uFE0F)?|[\uDC42\uDC43](?:\uD83C[\uDFFB-\uDFFF])?|[\uDC44\uDC45]|[\uDC46-\uDC50](?:\uD83C[\uDFFB-\uDFFF])?|[\uDC51-\uDC65]|[\uDC66\uDC67](?:\uD83C[\uDFFB-\uDFFF])?|\uDC68(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\u2764\uFE0F\u200D\uD83D(?:\uDC8B\u200D\uD83D)?\uDC68|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?|[\uDC68\uDC69]\u200D\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?)|[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92])|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD])|\uD83C(?:\uDFFB(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD]))?|\uDFFC(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C\uDFFB|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFD(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB\uDFFC]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFE(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB-\uDFFD]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFF(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB-\uDFFE]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?))?|\uDC69(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\u2764\uFE0F\u200D\uD83D(?:\uDC8B\u200D\uD83D)?[\uDC68\uDC69]|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?|\uDC69\u200D\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?)|[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92])|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD])|\uD83C(?:\uDFFB(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFC-\uDFFF]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFC(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB\uDFFD-\uDFFF]|\uDC69\uD83C\uDFFB)|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFD(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB\uDFFC\uDFFE\uDFFF]|\uDC69\uD83C[\uDFFB\uDFFC])|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFE(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB-\uDFFD\uDFFF]|\uDC69\uD83C[\uDFFB-\uDFFD])|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFF(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D[\uDC68\uDC69]\uD83C[\uDFFB-\uDFFE]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?))?|\uDC6A|[\uDC6B-\uDC6D](?:\uD83C[\uDFFB-\uDFFF])?|\uDC6E(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC6F(?:\u200D[\u2640\u2642]\uFE0F)?|\uDC70(?:\uD83C[\uDFFB-\uDFFF])?|\uDC71(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC72(?:\uD83C[\uDFFB-\uDFFF])?|\uDC73(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDC74-\uDC76](?:\uD83C[\uDFFB-\uDFFF])?|\uDC77(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC78(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC79-\uDC7B]|\uDC7C(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC7D-\uDC80]|[\uDC81\uDC82](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC83(?:\uD83C[\uDFFB-\uDFFF])?|\uDC84|\uDC85(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC86\uDC87](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDC88-\uDCA9]|\uDCAA(?:\uD83C[\uDFFB-\uDFFF])?|[\uDCAB-\uDCFD\uDCFF-\uDD3D\uDD49-\uDD4E\uDD50-\uDD67\uDD6F\uDD70\uDD73]|\uDD74(?:\uD83C[\uDFFB-\uDFFF])?|\uDD75(?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\uDD76-\uDD79]|\uDD7A(?:\uD83C[\uDFFB-\uDFFF])?|[\uDD87\uDD8A-\uDD8D]|[\uDD90\uDD95\uDD96](?:\uD83C[\uDFFB-\uDFFF])?|[\uDDA4\uDDA5\uDDA8\uDDB1\uDDB2\uDDBC\uDDC2-\uDDC4\uDDD1-\uDDD3\uDDDC-\uDDDE\uDDE1\uDDE3\uDDE8\uDDEF\uDDF3\uDDFA-\uDE44]|[\uDE45-\uDE47](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDE48-\uDE4A]|\uDE4B(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDE4C(?:\uD83C[\uDFFB-\uDFFF])?|[\uDE4D\uDE4E](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDE4F(?:\uD83C[\uDFFB-\uDFFF])?|[\uDE80-\uDEA2]|\uDEA3(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDEA4-\uDEB3]|[\uDEB4-\uDEB6](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDEB7-\uDEBF]|\uDEC0(?:\uD83C[\uDFFB-\uDFFF])?|[\uDEC1-\uDEC5\uDECB]|\uDECC(?:\uD83C[\uDFFB-\uDFFF])?|[\uDECD-\uDED2\uDED5\uDEE0-\uDEE5\uDEE9\uDEEB\uDEEC\uDEF0\uDEF3-\uDEFA\uDFE0-\uDFEB])|\uD83E(?:[\uDD0D\uDD0E]|\uDD0F(?:\uD83C[\uDFFB-\uDFFF])?|[\uDD10-\uDD17]|[\uDD18-\uDD1C](?:\uD83C[\uDFFB-\uDFFF])?|\uDD1D|[\uDD1E\uDD1F](?:\uD83C[\uDFFB-\uDFFF])?|[\uDD20-\uDD25]|\uDD26(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD27-\uDD2F]|[\uDD30-\uDD36](?:\uD83C[\uDFFB-\uDFFF])?|\uDD37(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD38\uDD39](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDD3A|\uDD3C(?:\u200D[\u2640\u2642]\uFE0F)?|[\uDD3D\uDD3E](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD3F-\uDD45\uDD47-\uDD71\uDD73-\uDD76\uDD7A-\uDDA2\uDDA5-\uDDAA\uDDAE-\uDDB4]|[\uDDB5\uDDB6](?:\uD83C[\uDFFB-\uDFFF])?|\uDDB7|[\uDDB8\uDDB9](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDDBA|\uDDBB(?:\uD83C[\uDFFB-\uDFFF])?|[\uDDBC-\uDDCA]|[\uDDCD-\uDDCF](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDDD0|\uDDD1(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1|\uD83C(?:\uDFFB(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C\uDFFB)?|\uDFFC(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB\uDFFC])?|\uDFFD(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFD])?|\uDFFE(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFE])?|\uDFFF(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFF])?))?|[\uDDD2-\uDDD5](?:\uD83C[\uDFFB-\uDFFF])?|\uDDD6(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDDD7-\uDDDD](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDDDE\uDDDF](?:\u200D[\u2640\u2642]\uFE0F)?|[\uDDE0-\uDDFF\uDE70-\uDE73\uDE78-\uDE7A\uDE80-\uDE82\uDE90-\uDE95])");         for(int i=0; i<emojimatch.count; i++)="" {="" x="x.Replace(emojiMatch[i].Value," "<"="" +="" emojitobytes(emojimatch[i].value)="" "="">");         }          Debug.Log(x);     }          private List<string> v = new List<string>();          string EmojiToBytes(string x)     {         var enc = new UTF32Encoding(true, false);         var bytes = enc.GetBytes(x);                  var o = BitConverter.ToString(bytes);          //this part sucks:         o = o.Replace("00-", string.Empty);         o = o.Replace("-00", string.Empty);         o = o.Replace("-01-", "ZZZZZ");         o = o.Replace("01-", "XXXXX");         o = o.Replace("-20-", "YYYYY");         o = o.Replace("-", string.Empty);         o = o.Replace("ZZZZZ", "-1");         o = o.Replace("XXXXX", "1");         o = o.Replace("YYYYY", "-20");         return o.ToLower();     } }


I really really don't like this code. That regex used will change every time a new emoji is released, I think. And that string.Replace method I have near the bottom is nasty. But this will take a string with emoji in it, and replace the emoji with the name of the respective .png here: https://github.com/twitter/twemoji/tree/master/assets/72x72

So... all that's needed now is to download that directory, turn it into a string,texture dictionary (more ideally an index to texturesheet+index dictionary...) and then create/edit a quad to match on the fly. I'll try more later!


My friend also gave me some good regex for explicitly disallowing STM from trying to render emoji... so either way, the problem is solved and this won't cause a crash in a future build.

(1 edit)

Yeahh going through it that way might be a more fool-proof way to get all unsupported characters, or potentially find the unicode I need to replace...

I messaged my friend that tried to write emoji support a few years ago, so we'll see what happens. It sounds like there was some kind of roadblock.

And yeah, hmm... I could tell people to download this database: https://github.com/twitter/twemoji/tree/master/assets/72x72

And then have some code that automatically uses the names of these files to put together a dictionary, and then... figure it out from there. I'd want to write some script to join all of these into one image, too. But first it'll come down to converting those surrogate pairs to the proper quad...


EDIT:

I'm trying to run some code where the goal is...

take "👨🏽‍🌾" as input, and spit out "1F468-1F3FD-200D-1F33E" so that it can be matched with the library I linked. 

Just running into two issues...

1) having trouble determining where the actual emoji begins and ends... Checking if a character is a "low surrogate" always seems to return true, so I need to figure out the right way to determine what makes up one character...


2) I'm able to get the emojis in that above string, but not the zero-width space, "200D". Trying to figure out why... 

Anyway that's what I've got for today! But still, no promises on this as a feature...

Hmmm I think if you set up a scale-based wave, have it animate from time drawn, and make it so the animation curves don't loop, you should be able to achieve this. Just be careful with text placement, since the bounding box won't be able to detect the size change.

Hey!


Would it be possible to share your polygon bounds code? Sorry this request is a year after when it was originally written.


Thanks!

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It's a cheap solution, but I found some regex to replace all emoji before it's printed by STM with □. One emoji got turned into that separator there but I guess that's better than crashing Unity. I might just have it replace it with nothing, instead? Because I'm not allowed to include any emoji sets with STM since they all require attribution (section 1.2.i of the Asset Store submission guidelines) , I think... the best way to add emoji support would just be to go through whatever string you want to send to STM, and replace whatever emoji with whatever quad. It *is* possible to pragmatically generate/edit a quad, so maybe that could be used??

Yeahh, I 100% understand where you're coming from, a friend/user tried to add emoji support a few years ago unsuccessfully. It's a strange limitation I'd like to work around. I'll look into seeing if forbidding emoji explicitly is possible. Detecting emoji is a bit strange since a single emoji is actually composed of several unicode characters from what I remember from the last time I looked into this.


Just as some future notes for myself, I found some stuff here:

https://stackoverflow.com/questions/28023682/how-do-i-remove-emoji-characters-fr...

I made STM with dialogue text in mind, so there's not a lot in terms of features for text entry. It's something I've been wanting to flesh out for a while, but I figure Unity's built-in UI text is fine for text entry, since it won't need any special formatting and has everything configured already. I would like to get STM working in the same way, though... but I can't really make any time promises unfortunately, sorry.

So hmm... maybe that above code could be applied to text before it's sent to STM anyway...? I'll experiment with it soon!

Hey,


I never added emoji support to STM, but you can use quads to render emoji. Basically, to support it I'd have to make it so emoji are swapped out for quads before rendering anyway, since the dynamic texture code I'm using doesn't support Unicode. (That's the error you're getting, I believe) but there's just so many emoji, no 100% free emoji sheets I could bundle with STM as an example, and they constantly keep adding new ones, so I never added it as a feature.

Do please check out quads, though! You can get a lot more style and personality out of them, in my opinion! Plus add whatever you want, even if it's not emoji!

I was able to reproduce the bug where text starts cyan and flashes grey, but I think this is just what happens when some text objects initialize for the very first time in an editor scene and quickly corrects itself. let me know if it appears in a build, though!


I'll make sure to change the render order of the strikethrus in the sample scene for the next build!

I'm trying out your code, and I still can't seem to get it to reproduce... are you trying to use STM with Unity UI, or without? Because... your code is using scene.GetRootObjects() then obj.GetComponent(), so for UI text that will always be the child of a canvas, this code should never grab that text to begin with? Am I understanding your code correctly?

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Is this only breaking the sample scenes? If you make a new scene with a brand-new super text mesh object, does it work fine? Or if you add a new Super Text Mesh to a scene in your game?


And the typing input scene doesn't have a caret, it's mostly just to demonstrate how to use tags.

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Hmm well the code causing the error seems to happen after STM calls ForceUpdateCanvases, so maybe the canvas registry is being told to update a canvas it doesn't know about yet...?

Is your call to set text on Awake()? Switching it to Start() vould jave different behaviour.

That said, I think I can come up with a better way to make the canvas update, so I want to try that, too. I'll try to reproduce this momentarily!


Edit: I'm trying to reproduce this now, and I can't seem to... (Calling FindObjectsOfType() and setting all text meshes upon Awake()) Can I see a bit of your code to get a better idea of when this is being called? Thank you!

Hey! I recently redid all my sample scenes so this is a bit disconcerting to hear... 


Caret: That first issue is due to how unity enters play mode. I've been wanting to change this behaviour for a long time. Basically. in-editor Unity starts counting Time.time up before any visuals can update. So... SuperTextMesh is set to read on start, but by the time Unity actually updates the game view, it's done. If you set the read delay to something slow, you can see it's working just fine. In a real-world scenario, this editor delay doesn't appear to happen when starting the game, loading scenes... but I'd still really like to figure out a way around it someday.

StageScene: I can't seem to reproduce this, I'm seeing text just fine in 2021...

TypingInput: This one, too! It's working fine for me in 2021.


UI & Pixel Snap: Also fine for me... what's going on...?

UI Rect Math: same as Caret.

Underline and strikethru: it looks like in the scene view that the strikethrough is rendering behind text, and this is because the prefab I'm using has the same UI Layer and order as the text. I'll change this for the next update. As for the strikethrough not reading on initial read... now *that* is strange. If I slow down the read delay, the underlines that are meant to happen *will* happen on the characters that are reading out. So... this won't happen in an actual built game, but this shouldn't happen in the first place because of how STM (is supposed to...) execute events. I'll take a look into this, but I think it's the same bug as the Caret issue and won't happen outside of the editor...? 

That last one I can fix for sure, I compile Super Text Mesh in a super-old version of Unity, and it looks like the GUI Layer has finally been removed. I don't think I use it for anything so... away it goes.


Anyway, that's about all I've got for tonight. Until I can reproduce those 3 issues I can't really help with them, the parts that are malfunctioning are completely new issues. I hope I can figure out the reading-before-playmode-actually-starts-in-editor issue though, it's caused me some issues in personal projects, despite being superficial.

This isn't the solution to the problem, but I'm curious why people are actually using 2021.1 for development...? Generally it's safer to stick to one of the LTSes. Cause if this really is the cause of some weird Unity behaviour... I can't really fix it and there's no point in it in the long run. But if 2021.1 has a new feature you need, stick with it!

Hmm does the text mesh have any animating text on it? If so, Super Text Mesh calls SetMesh() every frame... Usually a game will only have one large text box at a time that will have animated text, so this is normal.

But if you're just talking about in-editor... I have some code that forces Super Text Mesh to call Rebuild() (a heavier call than SetMesh() ) whenever the size of its rectTransform changes. This is also invoked upon OnValidate(), and OnEnable() which could be why it's being called when parent rectTransforms change. Both the rectTransform size and OnValidate behaviours are for ease-of-use in-editor, and don't actually run in a built game. These two are called under STM's Update() cycle and could potentially be commented out?)

If the text mesh does have animated elements, this might be effecting performance, too...

I could potentially add a toggle in the future to stop STM from auto-rebuilding in-editor, because I can see how it would be kind of annoying for larger text boxes...

I hope this information helps! A feature like this could be useful to have... if I'm understanding the problem correctly, haha.

Alright... just got an email so here's what it said...

"""

Thanks for getting in touch, we actually know about this issue and you can check the status here:

https://issuetracker.unity3d.com/issues/the-first-submesh-texture-is-overridden-...


he case is resolved and should be fixed in Unity 2022.1.0a3 and the versions above. We are currently also evaluating requests for backporting the fix to 2021.2, 2021.1 streams.

"""


*Looks at the calendar* well. Hopefully that "backporting" happens. I didn't even know Unity had a 2022 version, the 2021 build is still clearly in beta... I'm going to keep emailing them, so I'll post more updates as it happens. Glad to know this issue finally isn't my fault, though!

Huh, so I do... maybe I left that in from before I added that feature? I'm trying to figure out what I even meant by that... I'll be sure to update the docs for the next update!

Yes!

<drawAnim=name> Will change the draw animation mid-string, and is case-sensitive.

Hmm I'm not totally sure if this is supported, but int he past I remember using "[CustomEditor(typeof(ClassA),true)]" above the editor class to do this in my own projects. The "true" bit is supposed to enable a custom inspectors in child classes, but I think it has to be above the parent class. Try adding this to the header above SuperTextMesh's custom editor script in SuperTextMesh.cs, and I'll add it as a feature in the next update if it works.

Hello!

I'm a bit confused at what you're trying to do, are you trying to make a custom editor for a class that inherits from Super Text Mesh?

I was confused at first, I thought this meant "drawing text along a path" which STM can do... but after googling path-traced rendering...


I'm confused how to implement this, HDRP already has problems with text rendering in general (I can't do in-editor multipass to render outlines/drop shadows) so I'm not sure how to support this, unless... Would making an edit of STM's shader that responds to lighting make this work...? The current included shaders are unlit, so I'm not sure how they would benefit from any lighting model...? What does STM end up looking like when trying to render with its own shaders, just pure magenta?


I found that some rendering weirdness in HDRP looks different when a game is actually built vs how it looks in-editor, so seeing how that looks might be worth a shot?

So... apologies, I think I'm currently ignorant on path-traced rendering. The solution on that forum seems pretty good, though!

Hey!


I don't have a conversion tool, but if your project uses prefabs for objects with text, swapping out the objects shouldn't be too bad! I was thinking what you're thinking - I really made STM with dialogue boxes in mind, which there's usually not many of in a game. So swapping out those few objects shouldn't be too painful.


If I2 can print text to both Unity UI and Text Mesh Pro (that it says on the asset store), I don't see any reason why it can't print to STM... I do remember that for my Adventure Creator compatibility, AC only explicitly supported certain rendering classes, so in that situation, I had it send text to a disabled Unity text renderer, and then have STM copy that hidden text immediately after. So... that just means one extra line of code when you're getting text from a dialogue asset, in this worst-case scenario.

Yeah, I mentioned the bug on twitter and Unity told me to DM them, so I did... we'll see how it goes, I guess.

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Gah! Shoot that's embarrassing. The version was 2021.1.13f1. I think I... forgot to test in UI mode, so it's probably exactly the same. Well... back to trying to figure this out I guess, really sorry about that.

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Downloaded Unity 2021.1 the other day and made a scene with URP and this seems to work now!

Hey! Was going through old form posts and thought I'd say, I finally finally got this working!

ah yes by default if you call continue in that scenario itll go to the first passage. use GetChoices to see how many choices there are, and if theres more than 1, give the player a choice prompt. then call makechoice(number) to follow that path.

Err unless I'm misunderstanding, for the links on the empty passage there, try <<$hasHotdog>> for the text instead. (or change the "has" text to "True", with no spaces. If that's not it, I'm still a bit confused about what's going on here and might come back to it tomorrow if that's alright!