When scrolling speech is approaching the end of a line, a long word at the end can wrap awkwardly, similar to how it works in a text editor. In professional games, you don't see this. Words are revealed and do not jump around as they are 'typed'. Is this going to be a feature at some point?
I'm noticing this seems to be a downside of every dialogue asset for unity. Is this something that's too difficult to figure out?
I solved this in my own projects before by animating the rich text color alpha, letter by letter. It's not super difficult to do but I'd like to avoid changing your code as I'm a novice programmer and I'd like to be able to update regularly without issue.
Comments
Though it might be a low-fi solution, you could get around it by inserting carriage-returns directly into the speech text once you've seen how it's displayed the first time around.
While the solution I posted earlier is still my recommended method, it is feasible to use this event to play speech with your own UI system. Meaning: if you found a separate script or alternative solution around this problem, you could bypass AC's speech UI in favour of a custom one.