Script documentation
Modular3DText.cs in TinyGiantStudio.Text namespace
If anything except method names starts with a capital letter, it's a property.
Utility
Variables
Variable | Type | Description |
---|---|---|
Text | string | Text or any property changes trigger an automatic update of the mesh at the frame's end. This avoids wasting resources on needless calculations when multiple properties change in the same frame. The Advanced setting can alter this behavior. |
Font | ||
Material | Material | |
FontSize | Vector3 | Assigning a new font size recreates the entire text. This is to avoid interfering with anything any module is doing. |
oldText | string | This is used to check which letters need to be recreated/replaced by comparing to new text. |
wordArray | string[] | |
characterObjectList | List<GameObject> | Contains a list of all the character gameobject created by Text. |
Capitalize | bool | If both Capitalize and LowerCase are true, Capitalize is applied. |
LowerCase | bool | If both Capitalize and LowerCase are true, Capitalize is applied. |
destroyChildObjectsWithGameObject | bool | When text is updated, old characters are moved to their correct position if their position is moved by something like a module. |
repositionOldCharacters | ||
updateTextOncePerFrame | ||
meshPostProcess |
Methods
Method | Description |
---|---|
CleanUpdateText () | This will completely remove the old letters and create the complete text. Other methods of updating text will try to only update what's new. Example: Adding the 'e' at the end of the existing text "nam" will try to add only 'e' without touching the other text unnecessarily. |
Mesh Combine
Variables
Variable | Type | Description |
---|---|---|
autoSaveMesh | bool | |
combineMeshInEditor | bool | |
combineMeshDuringRuntime | bool | |
assetPath | string | Where the prefab is saved. This is only for some edge cases that can be enabled via advanced settings. |
meshPaths | List<string> | |
useIncreasedVerticiesCountForCombinedMesh | bool | Changes mesh index format from 16 to 32 when set to true. Index format 16-bit takes less memory and bandwidth. Even if it is on, it doesn't change the index format if it is not needed. |
Layout
Variable | Type | Description |
---|---|---|
AutoLetterSize | bool | If turned on, instead of using the predetermined size of each letter, their size is taken from the size they take in the render view. Please remember, this is letter size, this doesn't modify the font size. |
WordSpacing | float |
Modules
Variables
Variable | Type | Description |
---|---|---|
useModules | bool | |
applyModuleOnNewCharacter | bool | Apply modules when a new character is added. |
applyModulesOnStart | bool | If turned on, adding modules will be automatically called when a prefab with existing text is instantiated on Start() instead of only when a new character is added. |
applyModulesOnEnable | bool | If turned on, adding modules will be automatically called when a prefab with existing text is enabled instead of only when new character is added. |
startAddingModuleFromChar | bool | If true, the adding module uses MonoBehavior attached to the character created to run its coroutine. This way, if the text is deactivated, the module isn't interrupted. |
addingModules | ||
startDeletingModuleFromChar | bool | If true, the deleting module uses MonoBehavior attached to the character created to run its coroutine. This way, if the text is deactivated, the module isn't interrupted. |
deletingModules | ||
customDeleteAfterDuration | bool | If set to true, deleteAfter float is used to determine when to delete a character. |
deleteAfter | float | |
reApplyModulesToOldCharacters | bool |
Methods
Method | |
---|---|
GetDeleteDurationFromEffects () | |
NewEffect ( List<ModuleContainer> moduleList ) NewEffect ( List<ModuleContainer> moduleList, Module newModule ) | Create a new module for the module container passed as parameter. For example, addingModule or deletingModule can be passed. If no module is passed as second parameter, it creates an empty Effect. |
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