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Question by Oribow · May 02, 2014 at 06:47 PM · fontdynamic

Dynamic font size

How can I change the font size of a GUILabel according to the Screen.Height and Screen.Width data?

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avatar image theredace · May 02, 2014 at 07:36 PM 0
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You'll want to set this in the actual GUIStyle that you use. Create your GUIStyle:

 public GUIStyle myGUIStyle;

Then set the font size in code, like in your Start() method. Something like:

 myGUIStyle.fontSize = Screen.width / 20;

Then make sure in your GUI.Label to specify this GUIStyle:

 GUI.Label (new Rect (10, 10, 10, 10), "Blah, blah", myGUIStyle);
avatar image Oribow · May 02, 2014 at 07:43 PM 0
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Thank you, but how can the size be affected by the height of the screen too?

avatar image bloodyatheist · May 02, 2014 at 08:01 PM 0
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font is usually affected by one number but you can try doing something like:

 style.fontSize = (Screen.width+Screen.height)/60;

but i dont think thats what your looking for

avatar image YoungDeveloper · May 02, 2014 at 08:05 PM 0
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If it's a 3d text mesh you could scale it that way then.

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Answer by bloodyatheist · May 02, 2014 at 07:50 PM

you should try looking at the GuiStyle(it has alot of useful methods) and then add it to the created label:

 GUIStyle style = new GUIStyle ();
 style.fontSize = Screen.width/30;
 GUI.Label(Rect,Text,Style);

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Answer by YoungDeveloper · May 02, 2014 at 07:41 PM

Hi, it's better to use screen width, than height:

 function Start(){
     var screenXp:float = Screen.width/100.0;
 
     myGUIStyle.fontSize = screenXp*2.6;
 }
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