v1.13.0


  • * Autodelays have their own class now! They can have distinct rules, and be applied to characters and quads. They do not require the name of the ScriptableObject to be the character the delay is applied to or a special name any more, since it's defined on the object.
  • * STMAutoClipData also has the same change to distinguish characters and quads, and do not require custom file names. 
  • * Changed STMSoundClipData to be in-line with changes to STMAutoClipData. 
  • * Quality tag! So now font point size can be changed mid-string. It looks like this: ``<quality=10>``. 
  • * Created a new "Universal" class of shaders! These combine the regular and UI shaders into one! 
  • * These new Universal shaders naturally support masking! The 'Sprite Mask' component is used for this outside of Unity UI, which uses the 'Mask' Component. 
  • * I've added masking to the old UI shaders, too. I'm keeping the old shaders in for the time being for compatibility, but eventually they will probably be phased out. 
  • * The text data editor defaults to being closed and doesn't remember its settings any more. (Subject to change...) 
  • * In addition to the Universal shaders... The all-in-one shader, STM Ultra is here!! 
  • * The Ultra shader works everywhere - Inside and outside of UI. 
  • * It has options for Dropshadows and Outlines within the shader itself, and those outlines can get very detailed for a much smaller performance cost than before! 
  • * The new shader uses a single pass to render. ...And using a single pass means... 
  • * It works in URP and HDRP! Dropshadows and Outlines finally work in URP and HDRP now. Thank you for your patience, everyone! 
  • * (The Ultra shader is still being worked on, so expect small changes/fixes in the near future!)

Files

SuperTextMesh v1.13.0.unitypackage 5 MB
Dec 06, 2023

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