I have a Canvas (World Space Render mode) with a Text and a Button component displayed in a tridimensional space (it's a VR app). The canvas instantiated at runtime using a prefab. I get a reference to the Text object using:
_codeTextLabel = canvasPrefab.transform.Find("CodeTextLabel").gameObject.GetComponent<Text>();
I want to update the text at run-time using:
void Update()
{
_codeTextLabel.text = _codeText;
}
where _codeText
is just a variable I update based on specific events.
The problem is that the Text gets updated only the first time, but if I try to change the variable nothing happens. I have tried several combinations and also the method _codeTextLabel.SetAllDirty()
but it doesn't work.
The only way to update the text is to re-instantiate the prefab.
Are you instantiating your prefab before setting the values. If you are storing the _codeTextLabel reference before instantiating then your reference will point to the prefab not the runtime object. I can't see the rest of your code, so I can't say for sure. (I would have asked as a comment, but as I'm new I don't have the reputation to do so)
edit: I did a test to try and recreate your problem. I made the following script and it appears to work as expected. CanvasPrefab is a worldspace canvas with a UnityEngine.UI.Text component attached. (The script is attached on an empty game object in the scene btw)
public class ChangeText : MonoBehaviour
{
public GameObject CanvasPrefab;
private GameObject runtimeCanvas;
public string runtimeText = "something";
private Text textRef;
// Start is called before the first frame update
void Start()
{
runtimeCanvas = GameObject.Instantiate(CanvasPrefab);
textRef = runtimeCanvas.GetComponentInChildren<Text>();
}
// Update is called once per frame
void Update()
{
textRef.text = runtimeText;
}
}