It’s was easy enough to understand how a GUI Texture worked with scale just from playing with it. But I can’t figure out how it works for GUI Text. The weirdest thing for me, is that importing the font at a different size, makes a difference. That seems a bit heinous, when you don’t want pixel-accurate text.
I’m going to have to assume this is a bug, and report it accordingly, unless someone can explain it to me.
the first assumptions with pc is always that the problem is 40cm in front of the screen and the second one is that it is a bug / hw problem ![]()
So did you analyze the first order problem already to conclude that it is a bug?
for example do you have pixel correct enabled which ensures that it is the same pixel size independent of the screen resolution etc?
What does this mean??
No. Scaling has no effect for pixel correct - using that is totally predictable and works as documented.
I have the same issue. I’m trying to use a font designed to look good on iPhone 4, and scale it down for 3G etc.
So to do this I have to turn Pixel Correct Off. I cannot work out what controls the size of the GUIText objects. The scale factors I have to use to get back to a similar look to ‘pixel correct’ is something like 0.625 x 0.42 ?
This needs documenting.
Also, while I’m at it, not being able to change PixelCorrect in code and having to use a prefab is terrible. It means I need an editor dependency I don’t want and makes a mess of my static functions for creating UI elements.
Colouring of fonts should really be a lot easier too. And please give us a “safe border” setting for importing fonts when setting UV coords for the glyphs, so we can export the texture and embed drop shadows!
I really don’t think that’s a lot to ask.