I am pretty sure the author of Adventure Creator could easily add support for TMP.
Integration could be as simple as replacing the UI.Text type to TMP_Text. If the typewriter FX is done using string operations where the code looks for the [wait] tag that could also work easily by just mostly replacing the type.
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Not sure if it is as straightforward as he says, but hopefully that helps if it does! Let me know if I can do any more legwork to assist.
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It's not ideal from a memory management perspective, and my feeling when it comes to other assets is really that it's much better to empower users with the ability to easily link AC with the asset of their choice. Is attaching a script that copies the values of an out-of-view Unity Text box to a visible TMPro component overly cumbersome?
If there are more it would be quite nice to have it come with AC...
Thanks
I'll be making use of this in the near future.
Thanks very much, Chris. This is great!
https://www.assetstore.unity3d.com/en/#!/content/52508
Hi there, hope OK to resurrect an old thread.


I'm trying to figure out how to get Super Text Mesh integrated well into an AC project. I've managed to get it working by opening the SubtitlesUI prefab, disabling the text component and including a Super Text Mext component as well as adding the AC wiki script component onto the txtSubtitles GameObject in the SubtitlesUI prefab. As well as selecting 'Unity UI Prefab' as the source in the Subtitles Menu options.
It surprisingly was as easy as that to get Super Text Mesh working, though I haven't done extensive testing.
However, I've run into a problem - because I'm only specifying one text colour in the Super Text Mesh component, and have the Text component disabled, ALL characters use the STM text colour which seems to override any colour selected on the Player or NPC component. It's so easy to specify per-character colour when using Adventure Creator as the Subtitles source, but Super Text Mesh isn't picking this up.
Does anyone know how to specify a different colour for each character, while still using STM?
Another question - should the RectTransform boundary be set to the same SubtitlesUI Unity prefab?
This is an old thread - AC now has built-in support for TextMesh Pro. For Super Text Mesh, you're using this script I assume?
https://adventure-creator.fandom.com/wiki/Super_Text_Mesh_subtitle_integration
It would be a case of setting the component's color property to the returned value of speech.GetColour (), i.e. something along the lines of:
I don't have Super Text Mesh so I wouldn't know what the correct syntax is, but that asset's developer should be able to advise.