I have a Screen Space Overlay Canvas with a Canvas Scaler on it that is set to Scale with Screen Size with a reference resolution of 1024 X 768 and a Text object as a child of the canvas with the text set as “9”.
At the text maximum font size of 300 I can only get it to take up about 33% of the screen. I want the “9” to take up 80% of the screen but still look sharp.
By Scaling the RectTransform of the Text object I can get a big enough to take up 80% of the screen but it causes the Text to look fuzzy. What is the best way to solve this?
Does the text being shown that large need to change and be able to show any string? If not, or only a limited set of text to show like a countdown, you can use an image instead.
If you can’t enlarge something, make surroundings smaller. What about decreasing referance resoulution to 512 x 384 ?
If you change your canvas scaler component to CanvasScaler. constant pixel size then you can adjust the CanvasScaler. scale factor to get the desired result :).
If you were relying on the automatic scaling when resizing a window/screen to maintain the 1024x768 related ration. You can write a simple script adjusting the scale factor based on the height of the screen.