I am on Unity 2018.4.14f1, and have some local (unrelated to this issue) shader and code changes to STM v1.8.11.
Seeing this warning from the Unity CanvasRenderer when rendering 8 quads in the same line:
Mesh '' has more than the 8 submeshes. Extra submeshes will be ignored.
SuperTextMesh:ApplyMesh() (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:3661)
SuperTextMesh:SetMesh(Single, Boolean) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:3657)
SuperTextMesh:SetMesh(Single) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:3608)
<ReadOutText>d__232:MoveNext() (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:1487)
MEC.Timing:RunCoroutineInternal(IEnumerator`1, Segment, Nullable`1, String, CoroutineHandle, Boolean) (at Assets/ThirdParty/Trinary Software/Timing.cs:2438)
MEC.Timing:RunCoroutine(IEnumerator`1, String) (at Assets/ThirdParty/Trinary Software/Timing.cs:1387)
SuperTextMesh:Read(Single) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:1311)
SuperTextMesh:Rebuild(Single, Boolean) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:1229)
SuperTextMesh:Rebuild() (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:1195)
SuperTextMesh:set_text(String) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:606)
SuperTextMesh:set_Text(String) (at Assets/ThirdParty/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs:614)
I can't find information about that unity warning anywhere, but it is clearly ignoring the additional quads.
Since we have a modified version of the plugin, it is a bit difficult to grab latest. I didn't see anything in the latest update notes related to quads, so it seems unlikely this has been fixed? Is that correct?
Is there some setting I can configure to increase the submesh limit?
Is it possible to combine quad meshes as they are read out?