Hi Chris,
Wonder if you could please help. I'm using Super Text Mesh in my SubtitlesUI and it's been working well, but breaks when switching scenes. After a scene switch, all Subtitles UI in the new scene incorrectly display the last used dialogue from the previous scene, regardless of which character spoke it.
I'm using the script from the AC Wiki:
https://adventure-creator.fandom.com/wiki/Super_Text_Mesh_subtitle_integration
I've placed the script on the SubtitlesUI Prefab, specifically on the txtSubtitles object. 
That subtitles object has a Constant ID component, as well as a hidden TextMeshPro component on it (having TMP, even though hidden, is the only way I've been able to link the Super Text Mesh subtitles object to the AC menu in the past)
However, when I look now, I see in the AC Subtitles menu that the 'Linked Text' is showing 'None (Text)' but the Recorded ConstantID of the txtSubtitles object is correctly showing. I can't seem to reconnect it, even if I enable the Text Mesh Pro component.

I wonder if you could please advise? I'm stumped. The Super Text Mesh setup works ok in a single scene, but seems to get stuck on the last used dialogue when changing scenes, whenever dialogue is spoken in the new scene.
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
Huh - turns out turning on the 'Duplicate for each line' setting in the AC Menu seems to have solved it.
Nice.
Hi Chris, I'm encountering a new problem, that was maybe always there but I've only started noticing it now: I'm using UnityUI for Subtitles, and am noticing that the subtitles appear very quickly in the middle of the screen before correctly appearing above the player's heads. Any idea how to fix this please?
I'm using Super Text Mesh along with the script on the Wiki. Even if I turn off 'Canvas Fade' it doesn't help the issue.
I can remedy the problem by deselecting 'Duplicate for each line?' option in the menu, but then I run into the problem mentioned in the first post in this thread.
Hmm...
After plenty testing it seems like it's related possibly to the way the ACWiki script integrates 'Super Text Mesh' because when I disable Super Text Mesh on the Subtitles Canvas element and just use Text Mesh Pro, the temporary placement issue is solved.
I think the ACWiki script is positioning the text in the right place a little too late, so the text is appearing at the Prefab origin and only being moved above the character's head a moment later.
Wonder if any way to solve this.
Can you share the script? I seem to have a bit of an issue accessing the wiki page right now.
Hi Chris - sure, thanks, it’s this one: [edit: [pasted from comp, and included the
 [edit: [pasted from comp, and included the   
https://adventure-creator.fandom.com/wiki/Super_Text_Mesh_subtitle_integration
I asked the creator about it but he says he wouldn’t know or even remember the script from 9 years ago. I can’t seem to comment it as code from my phone
supertext.color = speech.GetColour ();line that the script on the wiki doesn't have.In case useful or in case it might affect things, this is my SubtitlesUI setup. Was a fairly convoluted setup to get the background colour box of the text to conform to the text amount, and for setting the min and max horizontal size the text box could be (took me a couple days of fiddling and watching and rewatching various tutorials, perhaps second nature to some but defs not for me).
Try this:
Hi Chris, thanks - I get this compilation error:
Assets/bbsugar/Scripts/SuperTextFromACSpeech.cs(39,41): error CS0122: 'PlayerInput.InputGetMouseButtonDown(int)' is inaccessible due to its protection level
Ah - I asked KaiClavier (the author of Super Text Mesh) about this and he gave some suggestions, the first of which (replacing "supertext.Text" with "supertext._text") seemed to do the trick:
https://itch.io/t/5397155/issue-with-adventure-creator-and-super-text-mesh#post-14425498
I tried to make a contribution to the ACWiki's integration script (and also added the line:
supertext.color = speech.GetColour ();So that the script uses the character's subtitles colour, but struggled to get the script formatting to appear correctly with the web editor.
Morning Chris. Shucks, I thought I had it working after Kai's suggestions but weirdly, in the editor, when I play the game, it seems fine, but as soon as I try and record with Unity's recorder, I can see the quick movement before the text gets moved into place.
Example of what's happening with recorder:
I'm also trying to get help from Kai. He asks:
Wondered if you had any ideas or thoughts here, please? I have an empty game object in the character prefab that I use for the 'Speech Menu Placement Child' subtitle positioning, but even if I remove that link, the problem persists.
He also mentioned this.
I do have a Content Size Fitter on both the 'Panel_TextBG' and the 'TextBoxContainer'
Additional info:
I tried your script from Oct 8 and used an LLM to edit it like this:
to get it working in my project, but the error that I demonstrate in the recorder of subtitles first appearing in the middle of the screen and moving into place a frame or two later, happens in the editor too with the script.
See if the script solves the original issue when "Duplicate for each line?" is unchecked again.
Thanks Chris - I did try. Sadly, same result.
Hi Chris - I've done more fiddling and it seems like what might be causing the recording position glitch issue is having a 'Vertical Layout Group' on both the 'TextBoxContainer' and its child 'Panel_TextBG' which is a parent of the Super Text Mesh / TMP object.
It seems to be the only way to get the text and its background wrapping displaying correctly and dynamically though. I've tried messing around with a 'Layout Element' instead for one of the Vertical Layout Groups, but either wasn't using the correct settings in it, or it just didn't quite work - I only got the max value of the background panel, it never shrunk to the smaller text contents.
Do you know if there's an easier / better way to avoid this double nesting, please?
Also maybe of interest - I don't get the 'recording quick-position glitch' when disabling the Super Text Mesh component, and enabling Text Mesh Pro, on the same game object.
Kai from STM also helping me to troubleshoot, hoping there's something that works between AC and STM, seeing if there's anything I can do my side to try and adapt to how the STM script works.
Ultimately it sounds like a case of Unity UI not updating immediately with changes made to the components set through script.
It may be that a call to ForceUpdateCanvases in the correct place in your script is enough.
Hi Chris, thanks for your reply. Kai suggested a fairly simple solution that seems to work well - he added a custom animation curve that hides the subtitle text initially (to hide the first frame showing it in its original prefab position) and then show it fading in. It's not quite fixing the issue at its root but it seems to work well.
Kicking myself a bit for not thinking of trying that.
I'll paraphrase some of his response so the info doesn't die with me:
I've passed on your mention of
ForceUpdateCanvasesin case that's useful info for him, thank you.Happy to rest the case on this one with the custom anim curve solution, stoked. 
 
Thanks.