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Hey! I should probably make this more clear in the docs - you have to make a new material for the new mesh to allow them to have different shader settings. This lets material settings be stored in a material, rather than in the STM component, so setting can be shared between text meshes, but you do need to make a new material to do otherwise w/ it.

I can't seem to recreate the second issue you mention - I'm creating a new gameobject under a canvas, attaching STM as a component to it, and it seems to be showing up fine? Could you give me more details?

That solved things. So I need to make a new Material for different shader settings; makes sense. As for the canvas STM issue, your first explanation solves it as well as that uses a different material than the non-canvas ones (the UIDefault Material), which is why I could change those shader settings without them affecting the non-canvas STM  objects.

Thank you!