Was there ever an official fix for UI Text being invisible when it is initially set active true/false? I notice in recent builds that the issue of having text gameobjects set active false then turning them on via code has them active but invisible until I toggle them active off/on again twice
Nothing different to before, I can prepare a repro of this tomorrow, simply a worldspace canvas with a text object as a child of an image, canvas is disabled by default
Hi @herbstšµ I have the same issue as well. By setting canvas as off when the scene initiate, gameobject setactive = true when trigger a collider. First trigger, the canvas was not active, then re-trigger, the canvas is back on.
It was another one as well. The instantiation one was happening when the stored prefabs got created on connect, but there was another issue where the first time i created the prefab the text didnāt show. When i created the second prefab, both the original and the second prefab text showed. Whatās weird is that if I put one of the prefabs directly in the scene, it would show up, but instantiating the prefab would still not show until i created the second one.
for what itās worthā¦ while I was messing around with itā¦ I noticed there were similar issues with the text alignment property, and the RectTransform width and height parameter. I could change the recttransform width and height once, but then they were stuck. I never managed to change the text alignment property
Somewhat relatedā¦ what I was doing actually was adding text annotations to objectā¦ so the prefab had text in it and got attached to objectsā¦ I couldnāt figure out why sometimes objects would randomly delete themselves but in the end it was because the text/canvas in the prefab which was billboarded would sometimes touch the barrel in the collaborative networking example and delete because it was touching the barrelā¦ not a bug but a heads up in case this happens to someone else
So as you were moving around using orbitcontrolā¦ the billboarded text would move around to stay facing you and because of it moving it would intersect with the delete box on the barrel
Dont know if itās the same issue, but i noticed the text atlas does not include chars of inactive text components. I solved this for now by placing an active debug text somewhere with all the characters Iām using.
okay, sorry for capturing this issue then
I just tried to reproduce the issue and it seems to be in some sort of āgerman language nicheā problem ;).
I got a āThe character āƤā is not included in the font characters set.ā exception, when putting an inactive text component with āĆ¤Ć¶Ć¼ā letters in my scene and reactivate it via scripting. These special letters normally do not get build in the atlas it seems.
I think if you are referring to the default font of unity it only includes the ascii standard characters. But if you import a custom font asset you get to setup the characters manually in the asset that you want to be included as a workaround. Not sure what the best way would be to make the easier (mybe have a global asset that can be used to setup āadditional charactersā or something like it? But Iām not sure.