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Font Scaling Issues
I'm building a basic GUI for a simulation that has a fair amount of text in it. Right now I'm referring to a title banner (using GUI.Label) that I would like to take up the same relative screen space regardless of the total size.
Other than making a multitude of different sizes for the same font, is there a way to scale a font based on the size of the area in which it is being used?
Answer by Eric5h5 · Apr 27, 2010 at 11:00 PM
It's easiest if you use a GUIText object instead of a GUI.Label, because then you can uncheck "pixel correct" and set the scale of the GUIText instead. This way it will automatically be scaled to whatever resolution you use.
Answer by MaDDoX · Jul 06, 2010 at 03:30 AM
I also recommend you check component -> text mesh. Those things are marvelous (and little known) creatures, they are actual 3D objects which mean they re-scale automatically to whatever resolution you're at. A God send for any auto-stretching GUI.
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