I'm running into a very inconsistent crash when using the canvas renderer to render a custom text component.
In my text component, I normally just render using a meshfilter and a meshrenderer. Setting meshfilter.sharedMesh to be the generated mesh and meshrenderer.sharedMaterials to be the generated materials works perfect, but I run into problems when using a canvasrenderer instead. (Within the script, the code sees if it has a transform or a recttransform component and sets a bool named...
CanvasRenderer crashes Unity when given a mesh that has submeshes & more than one material.
In my text component, I normally just render using a meshfilter and a meshrenderer. Setting meshfilter.sharedMesh to be the generated mesh and meshrenderer.sharedMaterials to be the generated materials works perfect, but I run into problems when using a canvasrenderer instead. (Within the script, the code sees if it has a transform or a recttransform component and sets a bool named...
CanvasRenderer crashes Unity when given a mesh that has submeshes & more than one material.