SOLVED - 3D Text - How to apply new font type in Runtime

Hello Guys,

Please help. I have the following code to assign a new font type to a TextMesh, the font type is assigned to the TextMesh, but only blocks are appearing instead of the text. If still in Runtime I change to the default built in Arial, everything is ok. What can be the problem? As always, thank you in advance for any suggestion.

var tm : TextMesh = TheText.GetComponent(TextMesh);
		tm.text = "Some string";
		tm.fontSize=80;
		tm.font= Resources.Load("calibrili") as Font;

Also change the Material.

You can see this not in run-time, with manual changes. Sometimes changing just the font will accidentally look fine, and Ariel+no material usually works. But more often than not you get that same blockiness if you don’t create and use a proper Font Material (or using the wrong one produces shifted, rotated letter parts.)

Just came across this: was adding a TextMesh dynamically and all I got out was boxes–capital letters were bigger boxes, sure, but just boxes. As suggested above, the solution was adding the tagged line below:

            TextMesh tm = obj.AddComponent<TextMesh>() as TextMesh;
            tm.characterSize = 0.5f;
            tm.text = "xXx";
            tm.color = Color.green;
            tm.anchor = TextAnchor.MiddleCenter;
            tm.transform.position = new Vector3(0,0,4);
            tm.font = GuiFont;

            MeshRenderer rend = obj.GetComponentInChildren<MeshRenderer>();
            rend.material = tm.font.material;  /* ADDED THIS */