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Unity ignores meshes when over 8 quads are used

A topic by bread created Dec 21, 2019 Views: 125 Replies: 2
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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?



Oh! Yeah wow I guess this is a Unity limitation... but I have a solution!

Do all your quads use completely different textures? If you make it so the quads get their textures from the same file, that should save on submeshes. (STM will combine these quads to use the same submesh) So... if you were printing emojis, putting multiple on one .png instead of each in their own .png is what I'm getting at. It shouldn't be too hard of a switch to pull off, I think!

Let me know if this works, because otherwise I think this would be a hard Unity limitation...

Thank you, atlasing the textures works great. Glad to know STM already handled that!