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(1 edit)

When your mesh's "read delay" is set to a value higher than 0, the timing-related options will appear in STM's inspector. So a boolean option for remember read position and ignore time scale will appear. (If you don't want the mesh to actually read-out, despite following these options, set the read mode to "all at once" and the animation to "Appear")


Also, what do you mean by "music"...? The text reading sound made by STM, or your game's background music...?

Background music, matching with the beat scroller.

Does this have to do with Super Text Mesh...? I'm confused... Did the "ignore time scale" and "remember read position" booleans work for you?

...WebGL may actually have something to do with music; it functions differently than EXE.


Whenever I pause the game, the music pauses as well, but in the WebGL, it secretly goes out of sync and rapidly fast before I unpause it and ended up out of sync.

Are you talking about the background music in your game, or something related to Super Text Mesh...?

Background music.

This is the Super Text Mesh support forum, so if something is wrong with your game's background music and it's unrelated to Super Text Mesh, I've become a bit too busy to be able to help, sorry!