I am using Unity’s low-level Graphics/GL classes to do the in-game HUD instead of Unity’s GUI due to performance reasons.
I’ve managed to get it to work and it’s great, the only problem that remains is texts. We’ve managed to get most of them done by creating textures that represent characters and using Graphics.DrawTexture(). We’ve done this for numbers (score, hit points etc) but for other texts we’ve used a plain texture (i.e the word “Score” is a single texture).
So obviously this isn’t ideal and now we have the problem of wanting to use different scales (score announcements in different sizes etc).
My question is: is there a low-level parallel of Graphics.DrawTexture() for writing texts in a given font? Or perhaps there is a way to do that from building blocks? I’ve looked for example at the texture in the imported font file but couldn’t figure out how it’s meant to be used.
Any ideas?