Update, Unity got back to me with a confirmed way to fix things, using a feature only available in newer versions of Unity. I will be able to apply the fix when we upgrade the unity version for v0.92 (soon!)

UPDATE: Unity have confirmed they can reproduce the issue and added it to their issue tracker. You can track the progress here: https://issuetracker.unity3d.com/issues/tmp-new-lines-are-not-considered-when-using-truncation

💬 Commented on Testing?4 months ago

test test^test test^(test test)

Fixed for 0.91.1 :)

I’m really sorry about this, I screwed up the paths on the itch version. This is fixed for 0.91.1.

I have confirmed that this is a bug with Unity’s TextMeshPro library. I’ve sent Unity a bug report about this. Will update here when they respond!

Yes, this area needs a lot of improvements. We’ll have much better multiplayer stuff (including proper moderation capabilities) in The Multiplayer Update, which should be 0.93.

It’s not quite as simple as this, unfortunately. Compression doesn’t happen after serialization, it happens during serialization. We can’t check whether a packet exceeds a certain size until it’s already been serialized, but we can only choose whether to use compression before it’s been serialized!

I agree this isn’t great, and I’d like to make a bunch of improvements to our serialization stuff in the future.

Thank you very much for the report! This turned out to be a side effect of the new feature in 0.91 where wires between multi-cloned objects get cloned as well. Fixed for 0.91.1 :)

Thanks! Fixed this for 0.91.1 :)