Dynamic Font Texture error

I just made the switch to Unity 4, upgrading a project I was working on in 3.5. Aside from a couple of depreciated script functions, everything is fine except this error on all of my text-related GUI objects:

Failed to generate dynamic font texture, because all the needed characters do not fit onto a single texture. Try using less text or a smaller font size.
UnityEngine.GUI:Label(Rect, String)

All the fonts are .ttf. I need to use the full alphanumeric keyboard, and I’ve reduced the imported font size down to 2 and I still get the error. I convert all the fonts to Unicode, no change; ASCII full set, no change; Custom Set, no change.

Any suggestions?

I’ve the same error for my iPad retina application.

Same here… any news?

Nothing yet.

any solution for this issue… i am having this same issue. all is working fine when i run on Android device but when i run the same code on Amazon it crashes after sometime and error logged is “Failed to generate dynamic font texture. because all the needed characters do not fit onto a single texture.Try using less text or a smaller font size”…

Having the same error using a custom font using Japanese characters. From what I gather, one must split up the fonts. It would be great if multiple bitmaps can be used for fonts, but I doubt that will happen. My application uses all jouyou kanji plus some unique characters, totalling over 2300.

Dynamic fonts get rendered to a bitmap on-demand. Well, only the glyphs that are actually needed get rendered. The message in this thread is basically saying so many glyphs are needed that they cannot all fit into the texture used for dynamic fonts. Or, that the glyphs that are needed are so big that they do not all fit into the texture. I guess what’s needed is to work out what glyphs and what size fonts are needed per frame. So, for example, I doubt all 2300 characters are required in a single frame.

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In my case, it was just a matter of deactivating Best Fit. Got the idea from ArenMook.

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Similar issue, when I changed the prefered size in the canvas scaler component the console printed “failed to generate dynamic font texture”. Now, no text i shown in the game view and when I try to change the font size and unchecking “Best fit”, Unity stops responding, it just freezes. So now I can’t even fix my mistake. :frowning:

Is there anyway to bypass this?

Sounds like file corruption. I would try going back on git, using a previous file version or in last cast (or first in case you hate doing backups or using versioning) deleting and recreating.

yes it works

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Hahahaha, after many tests, I finally found the cause and solution of the problem (personal), three indispensable reasons for this problem: 1. Each frame uses too many different words, Note that this is a different text, even if you use 9999 ‘A’ per frame, there will be no problem, but as long as there are more different texts, it will report an error; 2. Use best fit; 3. Dynamic generation;
The low-level solution can be solved by breaking any of the above three.
However, I just want to use these three things at the same time. I thought about it carefully. Can I control the displayed text? I don’t think any game needs a thousand different texts on a single screen, so I use it. : GetComponent ().isVisible this property, first to determine whether the text is in the camera, if not, do not generate it, in the camera, and then generate it. Perfect solution!

In My Case! Reduced the size of the text and the problem disappeared.

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My solution is to adjust “dynamic pixels per unit” of the Canvas Scaler.
The number was 200, when I set to 10, it works perfectly.

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Deactivate “Best Fit”.