Dear Timmy-Hsu,
We’re glad to hear that the new project with dynamic fonts is working fine. Please don’t hesitate to reach out if you encounter the issue again and need further assistance. We appreciate your efforts in investigating this issue.
Thanks again, and have a great day!
Best regards,
The NOA Debugger Development Team at DMM GAMES
The log printed from the Script can appear in the NOA Debugger if the text has already appeared in the scene, but not vice versa.
Unity project has been sent to noa-debugger-support@dmm.com
Dear Timmy-Hsu,
Thank you for your continued feedback.
We have received the Unity project you sent via email and are currently investigating the issue where logs printed from the script appear in the NOA Debugger only if the text has already appeared in the scene. This seems to be related to the TextMeshPro’s dynamic fonts and how they are handled at runtime.
Please allow us some time to thoroughly investigate the problem. We will get back to you as soon as we have more information or a potential solution.
Thank you for your patience and cooperation. If you have any further questions or additional information that might help during this investigation, please do not hesitate to contact us.
Best regards,
The NOA Debugger Development Team at DMM GAMES
1 Like
Dear Timmy-Hsu,
We are pleased to inform you that we have resolved the issue with TextMeshPro’s dynamic fonts not displaying logs properly in the NOA Debugger unless the text has already appeared in the scene.
The problem was identified as TextMeshPro’s dynamic font not initially containing the necessary glyphs for the characters being logged. We have added a routine that dynamically registers the text glyphs with the dynamic font asset at runtime, ensuring that the character and glyph tables are updated, allowing for correct rendering.
We greatly appreciate your detailed feedback and for sending us your Unity project. Your cooperation and assistance greatly facilitated a swift resolution to the problem.
Please find attached the modified source code file. To apply this fix, replace the following file in your project with the attached file:
com.exnoa.noa.debugger/Runtime/Scripts/Components/NoaDebuggerText.cs
NoaDebuggerText.cs (4.9 KB)
This adjustment ensures that when logs are printed to the text component, any missing text meshes are dynamically registered with the dynamic font asset.
Additionally, we have attached a screenshot illustrating the corrected functionality.
We plan to include this fix in the next official version to ensure that this issue is permanently resolved.
If you have any further questions or additional information, please do not hesitate to contact us.
Best regards,
The NOA Debugger Development Team at DMM GAMES
Awesome, the response time, explanations, and processing results are all impressive.
We will continue to use NOA Debugger and will provide feedback if we encounter other problems or suggestions in the future. Thank you~
1 Like
Hi @noa-debugger-support
I just stumbled upon your asset and thought that it could be extremely helpful and is super feature rich. The support here also looks very good.
I am shocked to see that you don’t have many reviews and that @glangor didn’t update his / her unfair rating, although his support question was answered.
I am an asset store publisher as well, and I know how important good reviews are. So, please people, if you like an asset give it a good rating. Otherwise, it may happen that nobody is buying it, so it won’t receive updates at some point.
I for myself will consider it for future projects and will rate it as well when I had the chance using it.
1 Like