Can you share any more details around the rich tag issues you are seeing, I did a quick test in the TMPro Demo scene changing the Say Story Text to "{b}Say {i}with{/i}{/b} TM{color=red}Pro{/color}" seemed to display as it should.
So I did some testing for this Steve and while it does not work in my copy (using fungus3.10.0) it DOES work the way you're describing in a fresh project using fungus 3.11.2. That said there doesn't appear to be anything in the changelog between those two that would explain this discrepancy. Here's an example of what's happening when I use both methods (tmp richtext tags and fungus richtext tags). I'll continue to experiment past this to see if I can solve this on my own though since at least this issue is rectified in a fresh install. [Fungus richtext](//muut.com/u/fungus/s1/:fungus:1Zaq:fungusrichtext.jpg.jpg)
On further testing I've found it IS in fact an issue with 3.10.0 (made another clean slate and installed 3.10.0 to see if the tags would work and they did not - same as in my actual project). The changelog didn't show anything directly related to this until I looked deeper into pull727 https://github.com/snozbot/fungus/pull/727 the info listed inside clearly shows that this change is what fixed it, so at the very least my issue with rich text tags is solved. (Externally in the changelog it's much more vague "#727 Support use of TMPro in Set Text, Get Text and Narrative Log Menu commands") I assume this still doesn't fix the linedrop issue (which I can screen grab if needed to illustrate the exact problem) or the text write speed issue as listed in my original post. Is there any hope of getting either of these changes implemented at some point? Thanks for the help Steve!
RE: typing speed, I've put in a PR to correct the bug and allow for laster than 1 char pre frame.
Thanks Steve, could you also possibly put in a pull request for the linedrop issue as well? I realize this may be more on TMP's side of things though so if that is the case just let me know and I'll search for a solution on that end myself. Cheers!
Steve: I just discovered a possible solution but don't know enough about #ifs and #defines or the full inner workings of the fungus namespace to want to mess w/ it myself. But I noticed we also have problems with ProBuilder prefabs, and realized we NEVER had problems with Spine based prefabs. Sure enough at the top of the Spine scripts (above using even) we have the following: #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif there may need to be accommodations made for the newer prefab system that I was unaware of and that could very possibly be causing the problems that stem up from fungus with this. (Also worth noting in case this ISN'T an issue: both fungus and probuilder are pretty rigid in regards to what's going on in the inspector, which is to say, both want you to use THEIR ui and tools and generally don't let you edit manually through the inspector (this is aggressive w/ probuilder). I feel like that could pos sibly be what is not playing nice with the new prefab system if that helps for looking into it at all). Cheers!
Thanks for the info, it'll be handy. I had a look into it for a bit last week and wasn't able to reproduce the prefab errors. I'll keep poking at it.