I have seen a few mappers say that adding text to maps is not a straight forward process, requiring individual prefabs for every piece of text that needs to appear. Some have made scripts to generate them automatically, but I am unsure how flexible those are, could be overkill for smaller use cases, and it still carries the minor performance cost of loading prefabs.
I propose a new event such as "SetText" that could get a prefab by ID, get the TMPro.TMP_Text component, and update the text property.
As the developer of AnyText on Quest, I also consider the possibilities of setting UI text and having some base providers available with potential string formatting support, however, they would certainly be extra. The main idea is to simply update text without needing a whole new prefab.
I have seen a few mappers say that adding text to maps is not a straight forward process, requiring individual prefabs for every piece of text that needs to appear. Some have made scripts to generate them automatically, but I am unsure how flexible those are, could be overkill for smaller use cases, and it still carries the minor performance cost of loading prefabs.
I propose a new event such as "SetText" that could get a prefab by ID, get the
TMPro.TMP_Textcomponent, and update thetextproperty.As the developer of AnyText on Quest, I also consider the possibilities of setting UI text and having some base providers available with potential string formatting support, however, they would certainly be extra. The main idea is to simply update text without needing a whole new prefab.