Hi,
I’m having a problem where my font texture isn’t being rebuilt (or my text UVs aren’t being updated, who knows?), when my game’s resolution is changed.
Is there a way to trigger a scene-wide text and font rebuild to compensate for this?
Thanks!
I might be wrong but last time I checked there is not a one-liner method to fix this issue.
What we ended up doing was to on one project was to render the screen black 1 frame before and 3 frames after changing the resolution. you then hide all text elements in the game by getting all visible gameobjects. and getting all their dependents that are active text objects. then in frame 2 after resolution switch you restore their state, that will rebuild the font texture and then in frame 3 you hide the black overlay.
Cheers
That sounds simple enough, thanks!