I have lots of single characters of text arranged in a grid formation, sometimes 30x30, each using a Text Mesh component on a different gameobject - most of the characters are off the screen. The camera is set to orthographic.
When most of each character is off-screen, the partial bit that should remain on-screen then disappears - I think that it is the frustum culling, and it is culling the text meshes a bit too early. I don’t want to disable the frustum culling because I don’t want to render all 30x30 text meshes if they’re off the screen. It doesn’t appear to cull at the mid-way point of the character, but just as the character is nearly off-screen on the top, bottom and left edges of the screen - it is visibly annoying.
Is this a bug? Any ideas what might be going on here, and how I should approach a workaround?
Thanks. I’ve done some further investigation and when I render the bounding box it renders a line, not a box. I’m outputting the bounds of one of the text meshes to the console:
bounds centre (29.5, 0.2, 50.0), bounds size (5.7, 0.0, 0.0)
That explains confirms the bounding box is a line and not a box. When the line disappears from the frustum the textmesh is rightly culled. I’m struggling to work out why the text mesh bounds size has a zero Y. I’ve tried every combination of line & character spacing on the font asset and the text mesh - attached are my settings for the font asset (with the settings for the character ‘1’ exposed), and the text mesh (set to display the character ‘1’).