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Question by tim-wheeler · Oct 17 at 06:24 PM · triggertexttextmesh

textmesh OnTriggerEnter

Hi Sry for being thick Im trying to use the textMesh "simple code" example to get the score to add up in the textmesh. when ever i trigger. the score code works in the Update but if i put it in:

if (m_triggering) { blah score dam you blah} it stops working.

or even if i put it in:

void OnTriggerEnter(Collider other) it stops as well.

Any ideas please.


 namespace TMPro.Examples
 {
     
     public class SimpleScriptTim : MonoBehaviour
     {
 
         private TextMeshPro m_textMeshPro;
         //private TMP_FontAsset m_FontAsset;
 
         private const string label = "The <#0050FF>count is: </color>{0:2}";
         //private int m_frame;
         //===========
         private GameObject m_triggeringNpc;
         private bool m_triggering;
         private int m_score;
         void Start()
         {
             // Add new TextMesh Pro Component
             m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
 
             m_textMeshPro.autoSizeTextContainer = true;
 
             // Load the Font Asset to be used.
             //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
             //m_textMeshPro.font = m_FontAsset;
 
             // Assign Material to TextMesh Pro Component
             //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
             //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
             
             // Set various font settings.
             m_textMeshPro.fontSize = 48;
 
             m_textMeshPro.alignment = TextAlignmentOptions.Center;
             
             //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
             //m_textMeshPro.enableAutoSizing = true;
 
             //m_textMeshPro.characterSpacing = 0.2f;
             //m_textMeshPro.wordSpacing = 0.1f;
 
             //m_textMeshPro.enableCulling = true;
             m_textMeshPro.enableWordWrapping = false; 
 
             //textMeshPro.fontColor = new Color32(255, 255, 255, 255);
         }
 
 
         void Update()
         {   
            
             m_textMeshPro.SetText(label, m_score);
             m_score +=1;
             print("score is " + m_score);
            
             if (m_triggering)
             {    
                 print("PlayerLeftHand is triggering with " + m_triggeringNpc);
             }
         }
 
       void OnTriggerEnter(Collider other)
         {
             if (other.CompareTag("npc"))
             {
                 m_triggering = true;
                 m_triggeringNpc = other.gameObject;
                
 
             }
         }
         void OnTriggerExit(Collider other)
         {
             if (other.CompareTag("npc"))
             {
                 m_triggering = false;
                 m_triggeringNpc = null;
             }
         }
 
     }
 
 
 }
 
 <code>




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Answer by tim-wheeler · 2 days ago

Ok i gave up on that you cant use textmesh in that way as far as i can see

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