Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Basher207 · Mar 30, 2016 at 11:15 PM · uitextfontscalingfontsize

Resizing font by scale according to screen size, (More complicated than you might think)

So I am working on a pixel art game, and we decided to use pixelated font (Monkeyisland-1990-refined) Anyways, unity insisted on anti aliasing my font, I couldn't access the filter mode by inspector, so I just made a script that changed it:

 public class SetFontFilterMode : MonoBehaviour {
 
     void Awake () {
         TextMesh textMesh = GetComponent<TextMesh> ();
         Text text = GetComponent<Text> ();
         if (textMesh != null) {
             textMesh.font.material.mainTexture.filterMode = FilterMode.Point;
         } else if (text != null) {
             text.font.material.mainTexture.filterMode = FilterMode.Point;
         }
     }
 }
 

So I resuse this script on text and textmeshes, (On different scenes) But anyways, this works fine if I set the font size to 0, and it would use the default font size built into the font. I was wondering if it was possible to make it scale appropriately without using the "Best fit" option on the text component, as that sets it to non 0 text font size, which anti aliases the font, requiring me to use really large fonts and a scaled down text to make it look smooth (It's pixel text, need a huge font to make it even look okay) I was wondering if there is a better way of doing this, all my research on google gives me the good old scale down increase font size, best fit etc. And doing that is forcing me to exceed the "memory limit" of my text texture (You can't have long words with large font, there is a limit on the amount of memory of the texture output of the UI Text, (Not the TextMesh) That doesn't work, UI scaling also doesn't scale the 0 font at all, it uses pixel size, so not even the canvas scaler set to screen size relative helps :/ work son image n stuff, but not on text. So i'm considering writing my own screen space scalar if there is no other option (Which lets me scale using transform not width and height) there by allowing me to scale that way, but I thought there gotta be a better way :/ Anyways, if I find something in the mean time ill update this thread as I figure i'm not the only one hopelessly hoping that Unity people have predicted my problems and solved them before me :'(

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image fugogugo · Apr 03, 2016 at 03:01 PM 0
Share

I guess you need to add some screenshot, I don't get what you mean by antialiasing the font..

I use pixelated font fine with unity UI

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by pfreese · Apr 01, 2016 at 06:13 PM

Probably the simplest way to do this would be to make your own UI shader that does point sampling from the source texture.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

70 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

CharacterInfo.glyphWidth always 0 2 Answers

UTF-8 UI Text problem 2 Answers

Unity 5.0.2 UI Text - Best Fit isn't working correctly? 1 Answer

Text font and bold tag issue 0 Answers

TextMeshPro Set Alpha Color 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges