Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Niels-Wosylus · Aug 17, 2017 at 09:33 AM · iostextscalinglayout

fontSizeUsedForBestFit not working as expected on iOS?

I have two pieces of text in a canvas whose strings are changed during the course of gameplay. They both have their own container, both of which are the same size, and I want to make sure that the text can always be shown within these containers. Therefor I use the "best fit" option on the text components. What happens then is that sometimes, when the strings are not equally long, the font size of one of the texts becomes larger than the other. To avoid this I made a workaround where I have basically the same text in the same containers whose opacity is 0% (effectively making them invisible), and then I have both of the visible texts check which one of the invisible texts uses the smallest text size, and use that text size instead of the best fit. When testing on a Mac this works as you would expect - both texts fit within their containers, and they always have the same font size. However, when I run the game on iOS, I get unexpected results. None of the visible texts get scaled. I tried other methods of achieving the same thing - all of them using the text.cachedTextGenerator.fontSizeUsedForBestFit - and none of them would work as expected. On iPhone I would get one of the texts that was incredible small, while the exact same code on an iPad gave results where the text didn't get scaled at all.

You can see the code below. This code goes as a component on the visible text:

 public class GameButton : MonoBehaviour {
 
     private Text myText;
 
     void Awake()
     {
         myText = GetComponent<Text>();
     } 
     
     // Update is called once per frame
     void Update () {
         myText.fontSize = GameButtonTextScaler.SmallestFontSize;
     }
 }


This code goes as a component on the invisible text:

 public class GameButtonTextScaler : MonoBehaviour {
 
     private static List<GameButtonTextScaler> textList = new List<GameButtonTextScaler>();
     [HideInInspector]
     public Text myText;
     public static int SmallestFontSize
     {
         get
         {
             int smallest = textList[0].myText.resizeTextMaxSize;
             foreach (GameButtonTextScaler scaler in textList)
             {
                 if (scaler.myText.cachedTextGenerator.fontSizeUsedForBestFit < smallest)
                     smallest = scaler.myText.cachedTextGenerator.fontSizeUsedForBestFit;
             }
             return smallest;
         }
     }
 
     void Awake()
     {
         textList.Add(this);
         myText = GetComponent<Text>();
     }
 }

Does anyone have any idea of why I get different results when just running in Unity versus when running on iPad/iPhone? Or how I could solve this problem in some other way?

Thanks in advance, I hope you have a nice day

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

92 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Reading & Writing to text file After building for iPhone. 2 Answers

IOS Unity 5 UI, Font/Text not displaying/Disappearing 3 Answers

Text, buttons and images small on iPad 1 Answer

New UI: Text scale/drawing problem 1 Answer

Scaling GridLayoutGroup cells for multiple mobile aspect ratios 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges