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​So that didn't work.

Text in Afterplace is a convoluted affair. The little text bubble text is not actually a Unity "text box". It's actually a series of little images of each letter, and custom code draws them out in a sequence to make words.

Wait, no, I just described a text box. Okay but this one was made by me! And it's cooler, because the little pixel letters stay pixel perfect with the rest of the game world. And also one brand of phones kept crashing when I used Unity text boxes. There are reasons, I promise.

Anyways, I tried initially to do the same with... all 19,434 characters in LanaPixel, the new font for non-Latin Afterplace text. And... that seems to have created problems. Somehow the little pictures got offset from the characters they were told to represent. This was, by no ambiguity, a bad way to handle this situation. But I have now learned that, and have replaced it with a better system where Unity creates little meshes of each letter automatically.... a Text Mesh, if you will.

My wonderful community tells me that these characters are no longer spouting gibberish at them, so hopefully this solves all our problems. My apologies if you tried to use CustomDialog in the last week and found it completely broken. Please use it again this week and tell me all the new and interesting different ways it's broken!

Enjoy~



Full Changelog:

  • Fixed non-Latin characters being garbled in text bubbles
  • Fixed resolution dropdown items spilling out of the dropdown box
  • Fixed missing settings texts in custom dialog
  • Added more translation notes

Windows 64-bit Depot 2721531
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