Hi all,
I'm having some trouble with the sizing TextMesh objects.
Specifically, the meaning of characterSize seems to change with the fontSize.
Fonts created with a larger fontSize are larger for the same value of characterSize as fonts created with a smaller fontSize. If you have a dynamic font, then a charSize of 16 and a fontSize of 8 is the same as a charSize of 8 and a fontSize of 16.
The problem is, there is no way in the script interface of finding out the fontSize, so even if I figure out the relationship and how to make my font a given number of units tall, I have no way to calculate the correct values in script. (without telling the artists, all fonts should have a fontSize of n).
Does anybody have any insight? Should I just roll my own text system? (I have a text system from our previous games that works pretty well, but I'd prefer to use the inbuilt Unity one if at all possible)
Thanks, Martin
Except you can add Depth to TextMeshes, which you can't do to GUIText since there is no option to select a specific shader/material
– kUr4m4