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Question by ardizzle · Apr 18, 2013 at 04:13 AM · runtimetextmesh

Text Mesh not updating during run time?

I have a text mesh that is suppose to count down from 60 to 0 and it does that fine in the inspector during run time. But it doesn't change on the screen. It just shows "Time:" which is what I have it to say before I run the game and the script activates. So what I need to know is if my code is wrong or if you can't change a text like that? Btw its 2d Text Mesh. and here is some of my code that effects it.

 var timeText = GetComponentInChildren(tk2dTextMesh);
 timeText.text = "Time: " + gameTimeLeft.ToString();

 if(gameTimeLeft > 0 && timeCounter <= Time.time)
 { 
     gameTimeLeft--;
     timeCounter = Time.time+1;
 }
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Answer by jp2222 · May 07, 2013 at 11:13 PM

Missing a timeText.commit(); ?

http://www.unikronsoftware.com/2dtoolkit/doc/tutorial/scripting_a_text_mesh.html

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avatar image ardizzle · May 09, 2013 at 05:16 AM 0
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Thanks man that was exactly it. ^_^

avatar image Datapax · Dec 19, 2016 at 07:54 PM 0
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The page from the link is 404

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Answer by Maroku · Apr 18, 2013 at 09:56 AM

I created a 3DText in the scene and attached this script to it and it works for me...

 var startTime     :float = 60;
 var updateTime     : float = 1.0;
 var timeTime    : float = 0.0;
 
 function Start()
 {
     timeTime = updateTime + Time.time;
 }
 
 function Update()
 {
     transform.GetComponent(TextMesh).text = startTime.ToString();
     
     if(Time.time >= timeTime)
     {
         startTime--;
         timeTime = updateTime + Time.time;
     }
     
 }
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avatar image ardizzle · Apr 21, 2013 at 10:06 AM 0
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I tried putting a 3d text in there and it works. But it still doesn't on the 2d text mesh and im not sure why still?

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