Hi guys,
Have had a hunt but no one seems to have the same prob as me with the 3D Text Mesh.
So, I created a new 3D Text object. It says “Hello World”, great. (picture 1.jpg)
Then, I change the font to something else in the inspector view.
It becomes, without fail, something like picture 2.jpg.
Notice how the meshes of each letter are now also spaced out. It also moves away from the pivot on the z-axis!
To try and problem solve, I’ve tried:
-Importing about 5 different fonts.
-Changing the font size on the import settings to something that is a power of two. During this stage I also managed to crash Unity(!)
-even just using setting the font to ‘courier’ which is the one in the “Standard Assets/Fonts”.
Still I get the same prob.
Any ideas?
Cheers! 


You need to set the texture of the font, since Unity doesn’t render vector fonts on the fly: change the font material on the mesh renderer as well as the font on the text mesh (which is only used for letter spacing info and so on here).
–Eric
Thanks for replying Eric 
Ah I see, so it was because it was using the ‘font material’ for the default font (arial or whatever was there before). I had to set it to use the material that was generated for my imported font in my assets.
Cheers Again! Unity should pay you or something 
Ok one more thing…
… my text mesh now looks fine in the scene view, but there is a warning at the bottom:
Shader wants normals, but the mesh doesn’t have them.
So my text mesh doesn’t actually react to light - it’s always 100% the colour of the material no matter its angle or where the lights are in the scene.
Is there any way to ‘give’ normals to my text mesh?
Short of acquiring a source license and rewriting the 3D mesh function in Unity so it produces normals, I don’t think so, sorry. If you want to get rid of the warning at least, use a shader that doesn’t need normals, like GUI/Text Shader.
If you really need shaded 3D text, you could construct it from actual objects, maybe using this as a start.
–Eric
Oh yeah, thanks for that! Got sidetracked and completely forgot about it!
If you don’t have a ton of different texts to display, it is easy enough to use a pregenerated image of the text. Put it on a plane and then you can use any shader you want.
Ok thanks for your help 
I need about 18 or so text meshes…
… I really would like shading, I’m probably going to have to make them all as images and import them.
This ‘generate normals’ for text meshes thing is totally going on the wish list.
Als thank you from here. I did not understand whats wrong with the d…n fonts till this sec!