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Question by wankerman · Aug 06, 2016 at 07:54 PM · androidtextcanvascomponentfont

Disabling/enabling canvas component causes weird text/font problems on Android

I decided to stop using SetActive on my game objects. Instead I started disabling/enabling the Canvas components since this prevents the CPU spikes caused by SetActive.

After my changes, I tested on Android. For some reason, re-enabling a canvas component completely screws up the text that's on the canvas! The text becomes blurry, some text disappears, even the ToString("F2") on my numbers get rounded to 1 decimal instead! When I select a dropdown option, some unrelated text on the canvas disappears, etc. Everything is screwed up!

If I force a redraw by changing the device's orientation (and back again), the text is no longer blurry, but it doesn't bring back the disappearing text.

These text/font problems only show up on canvases with a canvas component that was just re-enabled. So why does re-enabling the canvas component screw up all the text on it? And how do I fix it?

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avatar image wankerman · Aug 06, 2016 at 12:05 AM 0
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Oddly enough, the problem doesn't occur when using CanvasGroups ins$$anonymous$$d.

So I ended up replacing...

GetComponent().enabled = true;

to

GetComponent().alpha = 1; GetComponent().blockRaycasts = true;

... and the opposite to disable canvases.

There really shouldn't be any reason for this problem, but this workaround fixed most of the text issues.

I still hope that the Unity $$anonymous$$m will look into the issue.

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Answer by Potter-Solutions · May 03, 2019 at 03:30 AM

Check out this post about the Canvas Scaler. Sounds like this is the root issue.

Text blurry after enable canvas

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