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Works in editor, does not work in run project #1
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Thanks for letting me know! I'll check it out as soon as I have time. Can you tell me what you're doing at runtime with the label so I can try to reproduce it? Just setting the text property? The resized flag shouldn't be called at runtime at least by default. Did you take out the Engine.is_editor_hint() check yourself? I'll try to see what's going on there too 👍 About the C#,I've never used it with Godot and I don't know what to tell you.. I had no idea you could use C# with a tool written in gdscript 😅 in any case, shouldn't it be 'CheckLineCount()' instead of 'GetLineCount()'? In any case,thanks for posting the issues, I'll check all of that out as soon as I can. |
(Sorry, closed by accident) Regarding the issue with it not working even when changing the text, I've noticed that the I'll leave the issue open for now, in the case that you changed the text from outside the label and it still didn't work. I'll need some more info so I can try to reproduce it, otherwise I'll close it after some time 👍 |
I also had this issue. Using C# and was modifying .Text from a separate class that referenced a label through an [Export], and not from within the label class. Worked in editor but for runtime I had to call the _check_line_count method after modifying the text for it to work. |
So it seems the issue is with C# then, so I don't really know what the issue is.. but I'll try to check it out when I have time in the coming weeks. Thanks for posting 👍 |
The auto sizer is only working for me in the editor, the text behaves as a regular label in run project.
The Resized flag is getting called at runtime when resizing the label, and i have tried changing the text at runtime.
I am guessing the C# to my_label._check_line_count() is label.GetLineCount(), which also doesnt auto size the font.
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