I’m using the default font for the guitext elements I have in my game right now, and I changed the text size and what not, it looks great in the editor but when I build to the iphone all the text is miniscule:face_with_spiral_eyes: I tried multiplying the text size by 100 but that made no visible difference. Anyone else have this problem, if so how did you fix it?
Really need to get this fixed…
I would suggest looking at TextMeshes instead, they have a number of advantages, but it may be that GUIText is a better fit for you in any case.
TextMeshes are physical 3D objects, and you can have as many of them as you want with 1 draw call per font (although GUITexts have similar properties with respect to draw calls), if memory serves.
GUITexts iirc need to be described in terms of pixels and this might explain the issue you are having, but I’d need to see what exactly you’re doing in order to be more helpful.
Edit:
Because TextMeshes are 3D objects instead of painting with respect to screen size, they tend to be better behaved.
3D text isn’t going to work I don’t think, as I’m using it in menus that I have in-game, the menus are kind of complicated in the way I made them. Thanks for the suggestion though. If anyone else has had a similar issue to my original post, and has fixed it I would be very grateful if you posted your solution. Thanks.
import a bigger font
iOS doesn’t support dynamic fonts so it’ll have to be imported at the size you want it at
Oh good to know, thanks.
I created copies of the fonts, renamed them for example, ARIAL-16, ARIAL-32, ARIAL-96.
Then, when you browse to it through the inspector, you can set the Font Size on them to those specific sizes, and they’ll be that size when you use them in the program.
You will still get a warning about not supporting dynamic font sizes, but it works regardless.