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Question by juicybeast · Mar 22, 2019 at 04:24 PM · updaterenderertextmesh

Any way to get an accurate Renderer.bounds immediately after modification?

I have a script that resizes the text after it has been modified, the problem is I must wait an amount of time ( I use one frame as its the smallest amount I can think of) But if I could listen to an event that fires right after the update of the bounds data or force the update of the bounds data of a Renderer or if there had an Update-Like function/event that happens to be fired between bounds calculation and the display, I would be rid of that jitter between text change and resize. Is there such a thing?

Also: I know there's Mesh.RecalculateBounds but MeshRenderer.additionalVertexStreams always return null with Unity's TextMesh. LateUpdate does not seem to change much thing either, so the recalculation happens between LateUpdate and the display

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Answer by Sandro_iXtenda · May 28, 2021 at 02:34 PM

Did you find a solution for this? I am experiencing the same issue...

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