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Rich text font size behavior
Update: the problem does not exist in Unity 5.1.3. Original question:
Simple experiment with Unity 4.6.3f1:
Create new project
Create a UI->Canvas
Set "Ui Scale Mode" to "Scale with screen size". Leave the Reference Resolution at 800x600, and set Match to 1 (Height).
Create a UI->Text on the canvas. Set the size to 500x500, center it at 0,0.
Set the text to "test1\n<size=80>test2</size>\ntest3", where "\n" is a newline. (Note the
size=80
rich text annotation.)Set the Font Size to 80 in the inspector.
Ideally, all three lines would be the same size, as they all have the same font size value (80).
In the scene view, and when playing without maximizing, you can see that the sizes are slightly different:
But if "Maximize on Play" is selected, the fonts are much different sizes:
Some font scaling is going on, and the magnitude of scaling is dependent upon the current size of the play window in the editor. In fact, resizing the Game and Scene windows causes the test1/test3 text to scale with the window, but test2 maintains a constant size.
My expectation was that setting the font size with rich text annotations would have the same behavior as setting it in the inspector, i.e. it would scale with the scene. Is my expectation incorrect, or is this a bug in Unity 4.6?
(FWIW, this was submitted as a bug on April 3 2015 -- case 686562. No response yet.)
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