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Question by elpedro_75 · Apr 20, 2014 at 11:51 PM · shadermaterialtext

Unable to apply material to text procedurally

Hello,

I wish to apply 3D text to an object procedurally. I have successfully managed to do everything except apply the material correctly.

I created a Text Mesh and applied a new material to its renderer with:

     void Attach3DText ()
     {
         // Find font resource
 
         Font ArialFont = (Font) Resources.GetBuiltinResource (typeof (Font), "Arial.ttf");
         
 
         // Add text mesh and mesh renderer components to menu object
         
         gameObject.AddComponent("TextMesh");
         
 
         // Declare variables for TextMesh and MeshRenderer
         
         TextMesh textMesh = gameObject.GetComponent (typeof (TextMesh) ) as TextMesh;
         
         MeshRenderer meshRenderer = gameObject.GetComponent (typeof (MeshRenderer) ) as MeshRenderer;
         
 
         // Define attributes for text mesh
 
         textMesh.text = name;
         
         textMesh.font = ArialFont;
 
         textMesh.fontSize = TEXT_SIZE;
 
         textMesh.anchor = TextAnchor.MiddleCenter;
 
 
         // Attach material to renderer
 
         Material textMaterial = new Material (Shader.Find ("GUI/Text Shader") );
 
         renderer.material = textMaterial;
     }

However, at this time my text appears as a series of white blocks, rather than letters. Obviously, I am missing some attribute, but I don't know what.

Can anybody help me understand what I am missing here?

Thank you in advance,

Peter

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avatar image elpedro_75 · Apr 21, 2014 at 02:56 PM 0
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I would seem that this is not a trivial thing. Whilst I am sure that this, and indeed almost anything, is possible to be done procedurally, Unity seems to be built in a way that discourages it.

I have opted to build a prefab for the text display, then simply instantiate it. This IS a trivial option. However, for future reference, I would be interested to hear if anyone found another solution to this.

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