2.0 textured text GUI

Anyone figured out a good way to use textured fonts in the new GUI?

AFAIK it isn’t possible yet. Maybe someone has a clever solution in the meantime?

The font objects used in the new GUI are the same as the old.

Its possible to use your own texture for a font - therefore you could texture the font manually in photoshop - if it was bold enough, you could see it i guess.
Check out this post to see how:
http://forum.unity3d.com/viewtopic.php?t=5173

I guess you could also do things like bevel and emboss manually - i can see this being painful though.

If you get something going, plz share :slight_smile:

Shaun.

I’ve done this a lot, it works very well–but only on GUIText objects… It’s actually quite easy, say a 5 minute job in photoshop to make great effects.

However, In the GUI system with GUI Skins, I can’t seem to get the textured font to work–it only pulls the alpha channel of the font file, then reapplies the color associated with it in the GUI Skin.

Is there anyway to make these two work together? The new GUI is awesome, but I really need textured text.

Chiming in here, to be clear;

So is there currently no way to use textured fonts with the built-in GUI (i.e. not using GUIText)?

Seems like a huge oversight IMO… :roll:

Yeah, the built in GUI needs some love.

For iPhone, at least for the numbers, we’ve resorted to making sprites for each number and using (or making) a fixed width font.

All of the text gets an individual spot on a sprite sheet.

If we needed dynamic text, I’m not sure what we’d do. Fixed width font?

Anyway, we are back porting the iPhone sprite method to other unity games for performance and consistency.

More a step forward as you now can use any font you have on the system instead of having to rely that devs create correct image maps. There are enough devs that are already incapable to create fully ascii compliant maps, not talking about UTF correct ones.

If I used a bitmap font system, I likely would use SpriteUI or something else that offers me the whole text on a single surface.
Much easier and higher performant than what you would get from the gui system at the time anyway