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HenryChinaski

5
Posts
3
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A member registered May 22, 2019

Recent community posts

Hi,

I use the Super Text Mesh Asset to display lines of dialogue. At the end of the dialogue I wanted a smallbutton icon - indicating, that the player needs to press it - so I used quads for that.

My problem now is that it doesn't feel right if there is no reaction of the button icon the moment the player presses the button. What I would like to do is to swap the <q=pressA> with <q=pressA_On> without rebuilding the total mesh. Is there a way to do this?

What I tried is:

                                string newText = Conversation_TextMesh_PC.text.Substring(0, Conversation_TextMesh_PC.text.Length - 2) + "_On>";
                                Conversation_TextMesh_PC.text = newText;
                                Conversation_TextMesh_PC.readDelay = 0f;
                                Conversation_TextMesh_PC.Read();

But the mesh will rebuild in total anyway.

Best regards, Daniel

Hey, your idea is even better in my opinion, since it doesn't take that much space and makes the text for the creator still easily readable.

Thanks! Totally satsfied with the asset so far. 

(1 edit)

Hi,

is there a tag that makes only the next word in a dialogue appear instantly? For now I am using <drawOrder=robot> and after the word <drawOrder=rtl>. Can I customize the asset in a way so that I would just be able to use <fwd> for example and the word after the tag will be drawn instantly and not char by char?

Thanks for the quick answer! Will buy it then. Still looks much better than Text Mesh Pro and certainly has more features.

(1 edit)

Hi,

I am considering to buy Super Text Mesh. A quick search lead me to this report on the Unity Issue Tracker website.
Since we use one of the mentioned Unity versions, we wanted you to confirm first, that Supert Text Mesh
actually works in Unity Version 2018.1.1f1.

Regards,
Daniel