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Getting pixel perfect text with either text meshes or GUI Text on a worldspace canvas
Hi, I am really struggling to get text to render pixel perfect and not all blurry and horrible.
I am making a retro 8 bit style game, and the character will occasionally have speech above him in a speech bubble. I am either trying to make this using a GUI Text on a canvas set to worldspace as a child of the player gameobject, or as a text mesh.
The problem I have is that the text wont show as just text, its super bright white, blurry and has smooth edges. The font I am using is a blocky pixel based 8 bit style font and I want it to render as such.
I have tried everything I can find, from making the font size big and scaling the object down, but that doesn't seem to help much.
I tried making it a text mesh but that doesn't seem to help either. I have tried making custom materials for it in case that was the issue, but I cant find any shaders that seem to render it crisply.
Why cant unity just display the font clean and crisp as it should be? Any help or ideas would be greatly appreciated...
On another note, if I use screenspace overlay and pixel perfect, it works fine, it just seems to be worldspace, which is a problem as I want it floating over the players head...