Font textures mipmapped?

Is there a way to disable mipmapping for font textures like there is for regular textures? I want to make sure a text mesh of mine displays crisply no matter how far away it is from its camera.

That’d be in the import settings for the font’s texture.

Cheers,
-Jon

That only lets you choose size, Unicode/ASCII, and type of anti-aliasing. As far as I know, you can’t change mipmap settings on font textures…I’m not entirely sure it’s even used, although you can see the mip levels. Try importing the font texture at a larger size, if you’re seeing problems? Or make a bitmapped font texture, where you will be able to use the import settings to disable mipmapping.

–Eric

Oops. My memory was wrong. Sorry!

The trick then is to get the font texture out of Unity and back in, until this is fixed. Two different hacks to do this:

  • Take a screenshot of the texture preview in the inspector. This only works up to a certain size.
  • Assign the font texture to a GUITexture and cleverly arrange it and take a screenshot of it. Crop it and combine it with other screenshots in the case of a huge texture that doesn’t fit on your screen. Painful but gets the job done.

Make sure the textures aren’t DXT compressed when you’re takign a screenshot or you’ll lose some quality. So when you reimport the texture, you can substitute that font texture for the one Unity automatically creates, with your custom settings.

-Jon

Pretty roundabout, but clever too. 8)

Thanks for the help, guys.