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Bug Report: <pause> stacks on first instance

A topic by Draque created 29 days ago Views: 133 Replies: 8
Viewing posts 1 to 7

Got another one for you (sorry ^^;)! Let's say that the following text was fed into SuperTextMesh to draw to screen:

'''

Hi there! <pause>

Nice to meet you!<pause>

Let's play a game with text! <pause>

And stuff!

'''


In all of my tests, text will stop after "Hi there!" until Continue() is called 3 times. After this, it will print the remainder of the text without pausing at all. It seems like all three of the pause tags get stacked at the first instance of a pause that is encountered.

Developer

Huh, well that's new.  I'll have to see what exactly I broke with this, because while I'm having trouble reproducing exactly this, some other stuff is cropping up, too...

I am currently using 1.13.3 btw. If I need to upgrade to a newer version I can do so!

Developer

Nah, that should be updated enough! I've got the 1.14.0 beta here and I'm seeing this broken-ness so... I'd like to fix that before release

Developer (4 edits)

Progress on this (no success yet): tested in 5.3.4 and unity 2019, bug does not occur... I jump to Unity 6, and not only is pausing busted, but the OnComplete event won't fire off at all, even when not using pauses. Something between there must be the cause...??

...And while testing why OnComplete wasn't being called... it's suddenly working again and pausing is back to working as expected...? This is a weirder issue than I thought...


EDIT: might not be related to OnComplete at all, I may have messed up a debug thing... it's weird that it *is* fixed for me now though, since I could swear I was getting the broken pause behaviour

Ok, that actually matches with what I saw. I SWEAR this was working for me at one point, but I have jumped back and forth in my git repo and am now having trouble finding at what point it actually functioned. I am wondering whether there is some combination of settings which make this bug pop which were committed to my repo, while the settings which do not make the bug appear are not.

But I think that you're onto something there in terms of the bug popping sometimes, while not others. I'll mess around with my settings a bit and see whether I can find anything there.

Developer

I had another two reports last night of OnComplete not being called at all in Unity 6 (when Enter Play Mode Settings are set to "Do not reload Domain or Scene"), and some inconsistency with inline events as well, which I haven't been able to reproduce exactly yet.


This code really isn't something that should be different between any Unity version, so I've got to figure out exactly what changed that I need to write some platform-dependant compilation for... I feel like it's got to be either something with a Unity setting, or I'm using some Unity code that changed, so I'll keep digging.

Ok, I can't speak for the others who experienced this bug, but I found why I was. There was code (mine, not yours) which I intended to remove callbacks I had registered to OnCustomEvent, OnPrintEvent, and OnCompleteEvent. I was accidentally TOTALLY wiping them. I corrected this on my end and <PAUSE> is now behaving as it should.

I am wondering whether there is ALSO an unknown bug out there that causes the same thing to happen? Or maybe the other reports made the same mistake that I did?

Developer (1 edit)

Regarding your initial issue, are you using <pause> together with the VerticalLimitMode set to "Auto Pause" or "Auto Pause Full"? I'm able to reproduce some weirdness in this situation, I just want to make sure before I tear it apart!


EDIT: if this is the case, fixed it. either way, now the two types of pauses should play much better together