Hey Tonic, thanks for the thorough reply. Ok well I worked around all that stuff. I still would prefer an override for SetText since I want to intercept that and update some fx. Instead I need to do things backwards and use my fx component that sits next to DynamicText to update the text and then update the fx. Ideally I'd just extend DynamicText to do the fx itself. On another topic, I have DynamicText in a scene that doesn't have a camera. This is because the game composes several scenes together at runtime. In this situation, DynamicText spams the console because it can't find a camera. Once the game runs though, it picks up the main camera. This is fine because I'm not relying on the camera distance for DynamicText right now. Even if I do care about the camera that it uses at some point, it'd be nice to be able to shut off that camera error. A bool in the inspector to either not use a camera, or suppress the error, would be great. Thanks for considering this feedback!