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Question by Jmil7700 · Sep 21, 2018 at 05:49 AM · scripting beginnertextmeshscaling

How to make a TextMeshProUGUI shrink over time?

I am currently working on a rhythm game, and one of the features I am using is a combo counter. Currently, I have it set to turn on and off when a certain threshold is met (ex. when combo>=5, alpha=100) and it also counts the note correctly. Basically, it meets the minimum function a combo counter needs. However, I was hoping to add a bit of "flair" by making the numbers "pulse" whenever they increase. I have an example show here: alt text

So essentially, I've been just struggling with trying to get it to work. I've tried using an animation, but TextMeshPro doesn't seem to like being used as a type of object. My current idea is to have the font shrink constantly via void Update (to a certain point), and to increase in size by a small amount when a note is hit. The issue is I have no clue how to do that. Can anyone give me an example? Or perhaps point me in the right direction of how to do this? I've seen some examples used with game objects but I am unsure if it would work with TextMeshPro..

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