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RonDMC

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Awesome, that seems to have fixed everything.  Did a play through and some editing and didn't see any errors pop up. Thanks again!

(Edited 1 time)

Hi there,

I was curious if the Playmaker Actions are updated along STM when a new version is pushed out. Sometimes you post that you make some extreme changes to the STM code and I just got an "Argument out of range" error pointing to Playmaker (full error below). The Playmaker support package says I already have everything from it; are they updated along with STM? Or is this something completely unrelated? Thank you!

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[STMTextInfo].get_Item (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:633)
SuperTextMesh.RebuildTextInfo () (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:1907)
SuperTextMesh.Rebuild (Single startTime, Boolean readAutomatically) (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:993)
SuperTextMesh.Rebuild () (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:953)
SuperTextMesh.set_text (System.String value) (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:564)
HutongGames.PlayMaker.Actions.SetSuperTextMesh.OnExit () (at Assets/Clavian/SuperTextMesh/Playmaker/SetSuperTextMesh.cs:75)
HutongGames.PlayMaker.FsmState.OnExit () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:585)
HutongGames.PlayMaker.Fsm.ExitState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2711)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2615)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2686)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1920)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:532)

This is great! I was wondering how to do something like this myself for another project. Thanks for putting in the work for us.

Awesome that worked!  In case anyone else runs across this same issue, I also had to change the "TextData" script inside Scripts as well.

Thanks a lot!

(Edited 2 times)

Here's a link to the sample project with the same scene as above: [Link Removed]

There is an error it's throwing out:

NullReferenceException: Object reference not set to an instance of an object
SuperTextMesh.get_data () (at C:/Users/Ron/Desktop/Ron's Files/Projects/Game Projects/Unity/PickPocket/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:504)
SuperTextMesh.get_GetTime () (at C:/Users/Ron/Desktop/Ron's Files/Projects/Game Projects/Unity/PickPocket/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:579)
SuperTextMesh.Rebuild (Single startTime, Boolean readAutomatically) (at C:/Users/Ron/Desktop/Ron's Files/Projects/Game Projects/Unity/PickPocket/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:944)
SuperTextMesh.Rebuild (Boolean readAutomatically) (at C:/Users/Ron/Desktop/Ron's Files/Projects/Game Projects/Unity/PickPocket/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:935)
SuperTextMesh.Update () (at C:/Users/Ron/Desktop/Ron's Files/Projects/Game Projects/Unity/PickPocket/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:994)

(Edited 1 time)

Unity - 2017.1.1f1

STM - 1.5.2

Don't know when this happened. Could've been after upgrading Unity or it could've happened after upgrading STM. I upgraded both around the same time. I upgraded through the Unity store first, saw what happened, then tried the Itch.io version to no avail.

All of my STM components are now blank and trying to delete the old ones and/or creating new ones gives me the same empty component. Tried creating them from scratch, but same thing happens when creating a STM object.



Hi all! I just released a demo for my game Pick 'n' Pocket. It's an arcade platformer featuring woodland critters who are out to steal as much swag as they can carry. This has been an off and on project of mine over the last couple of years where I've done everything from the art to the design to the programming. Check out the teaser vid and game page below. Thanks!

https://rondmc.itch.io/picknpocket

That solved things. So I need to make a new Material for different shader settings; makes sense. As for the canvas STM issue, your first explanation solves it as well as that uses a different material than the non-canvas ones (the UIDefault Material), which is why I could change those shader settings without them affecting the non-canvas STM  objects.

Thank you! 

(Edited 1 time)

Hello again. Whenever I change the Material settings of a STM component, all other objects and prefabs with a STM component change to those settings as well. Changing outline width/color for example is applied to anything in my project. Other options like fonts, type, alignment, etc. don't change.  Something else I've noticed is that STM components inside a Canvas object aren't changed when changing shader settings from the non-canvas objects. I made sure that I was updated to the latest version using Itch.io, 1.4.12.

Any help would be appreciated, thank you!

Awesome! Looks like the error went away after the real update. Thanks so much for the support!

Here's the error it's giving me now.

NullReferenceException: Object reference not set to an instance of an object
SuperTextMeshEditor.OnInspectorGUI () (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:192)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1235)
UnityEditor.DockArea:OnGUI()

I'm using Unity 5.4.1f1. I just deleted and reimported the asset again but same thing error pops up. Don't know if this means anything but the documentation resource still says 1.3 while the asset store says 1.4.

Yeah. I tried creating a new game object using the menu and dragging it in as a prefab and same error pops up.

I updated and imported the new STM but I'm getting the same error.

I bought it off of the Unity store so once it updates on there I'll give it a try and let you know how it goes, thanks!

I'm using 1.3 and tried re-downloading/re-importing it. The error will only pop up when clicking on the object with the Super Text Mesh component. I tried creating some new Super Text Mesh objects and dragging them into the prefab folder thinking the old ones were corrupted but the same error gets thrown.

(Edited 1 time)

Hello there!

I noticed that after I made a Super Text Mesh into a prefab object I can't change any of the values and I get a NullReferenceException error. In order to change it, I have to drag it into the inspector, change the values, then apply back to the prefab. The prefab appears to work fine when called and I can even change the values through code while the game is testing however. Below is the error from the console.

NullReferenceException: Object reference not set to an instance of an object
SuperTextMeshEditor.OnInspectorGUI () (at Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:192)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1235)
UnityEditor.DockArea:OnGUI()

Awesome! Looks like both actions are working now.

Thanks for the quick reply and fixes both of you!

Hi there, I recently purchased Super Text Mesh and love the animations and customization you can add to the text.

I'm not much of a programmer so I use Playmaker for a lot of my work. I noticed that when I add the Set Super Text Mesh action that the text ends up blank, even if I had text in the box before the action goes off. So it seems it just erases the text in the box.

I also saw in Playmaker that the Get Super Text Mesh action doesn't end, even when the Check Every Frame option is checked off.