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Question by Tsumik1 · Jan 28, 2013 at 03:48 PM · font3dtextgeneral

3D Text Losing Font After Destroy

I have been developing a tool-tip system for my game that enables me to either make use of the GUI tool-tips or a custom prefab tool-tip that can be anchored to various positions around a desired icon.

The problem I am having is that for some reason when I test the game I have to re-assign the font to the TextMesh after every run. I am making sure to apply changes to my prefab and am not re-assigning the font at runtime.

Does anyone know why the 3D text loses association with it's font when the game is stopped?

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avatar image Berenger · Jan 28, 2013 at 04:42 PM 0
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You're destroying the instance of the prefab at runtime, not the prefab itself right ?

avatar image Tsumik1 · Jan 29, 2013 at 09:20 AM 1
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I think I was assigning a new material to the prefab ins$$anonymous$$d of the instance, fixed it now. Careless mistake, spotted it straight away with a fresh $$anonymous$$dset this morning. Thanks for your help. :).

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Answer by Tsumik1 · Jan 29, 2013 at 10:17 AM

I made a rather stupid mistake with assigning the material to the wrong instance of TextMesh.

Caught it straight away this morning when working with a fresh mind.

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Answer by Sanky · Jan 28, 2013 at 04:45 PM

don't destroy text object, use mesh render for enable disable to object it will help you renderer.material=enable;

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avatar image Tsumik1 · Jan 29, 2013 at 09:21 AM 0
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I tried that, didn't solve the issue, however cleaning up my code I spotted that I forgot to store the generated material after creation so it seemed as though the font and color were lost. Thanks for the suggestion.

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