Hi - I’ve made a game and used a custom font for the text (Grobold). I’ve used TextMesh Pro and used the Font Asset Creator to make the font. Everything seemed fine, and it works perfectly on desktop - however as soon as it’s looked at on mobile, the text turns into “blocks”.
I’ve messed around with various settings, but nothing I’m doing seems to actually fix this problem. I’ve tried the atlas generation as dynamic and static, re-rendered it at different resolutions (I currently have it as 64/8192).
I’m just really confused as to why it’s fine on desktop but not on mobile. Has anyone seen similar issues?
Thanks,
Dan
Is this happening on Android or iOS or both?
Solid white blocks suggest that the font atlas texture isn’t being loaded.
If the problem is occurring only on Android, I have read in other threads on this forum that you need to make sure ‘Split binary’ is unchecked in the player settings for Android. For eg, see some posts about this in this thread: Text not show on Android device
Sorry I should have said, it’s a WebGL game so I don’t have any Android/iOS settings set up - it’s like this in the browser
Some platforms have limitations on texture sizes. The issues could also be related to using non square texture… ie. 64 / 8192.
Texture compression could also be an issue.
Just for testing purposes, see if using a Dynamic font asset of size 1024 x 1024 with Multi Atlas Texture enabled works in your case.
I met the same problem as you.
If anyone is curious, The max texture size limit in Mobile Phone of WEBGL(remember,Mobile Phone, not Pc) is 4096
if you set your tmp font atlas resolution to 8192, yeah, your text will showing as blocks.