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Question by LightWell · Apr 07, 2016 at 10:40 AM · textfontruntime-generation

Setting a font at runtime wrong?

So, I have a script that creates a font at runtime and grabs a font from an array of fonts. When I do this the text looks jumbled and doesn't resemble the font that I selected, however if I select the same font through the Unity Editor, the font looks fine. So, my question is what did I do wrong when setting the font via script?

 GameObject textbox1;
 public Font[] fonts;
 // ^^ From the top of the script, declared in the same class.
         textbox1 = Instantiate(textPrefab,new Vector3(0,0,0),Quaternion.Euler(new Vector3(90,0,0))) as GameObject;
         textbox1.transform.parent = mCamera.transform;
         textbox1.transform.position = new Vector3(mCamera.transform.position.x - 1, 3, mCamera.transform.position.z - 2);
         textTemp = textbox1.GetComponent<TextMesh>();
         textTemp.font = fonts[0];

When text font is declared at runtime: alt text When text font is selected from the editor: alt text

7adf00db8aa61fc2ef7da0000d05e3e3.png (48.2 kB)
3d22bcdec5f9443567422bb5fd125737.png (49.2 kB)
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Answer by pfreese · Apr 07, 2016 at 06:04 PM

That looks like a bug; submit a report for it and make sure it includes your project.

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