Is this a known/common issue? We upgraded our project and now all of the fonts in our game are various sizes. The components and settings in each text are all the same from each version. It must be something to do with Unity changing how to interpret Fonts/Texts now.
Has anyone got a fix or any experience with this?
Manually re-sizing the hundreds of Text/Font elements due to an upgrade isn’t feasible.
Can you provide some more information about how you are using Text and how they appear in your canvas hierarchy? Do you have Best Fit enabled? 5.3 included several fixes to canvas scaling and Best Fit behavior that might result in changed font sizes.
My guess is that the Max Size got increased to account for the large base Font Size of 80. There was a fix to ensure than minSize <= baseSize <= maxSize. If you had values previously in which baseSize > maxSize that would have been the cause.
Your Min Size seems kind of large in your inspector screenshot, at least with respect to the “before” screenshot. Did that get changed?
Also, I noticed that you have a ContentSizeFitter set to preferredSize as well as Best Fit enabled on text What’s going to happen in that case is that the preferredWidth will be determined from the specified font size (80 in your screenshot), and then BestFit will then scale to with that size (which will be 80 again). I wouldn’t recommend combining Best Fit test with a ContentSizeFitter.
Also, if you do have any repro cases where you think the Best Fit behavior is not doing what it should, please do file a bug repro with an example project. Sometimes in these forum discussions multiple issues can get tossed into the same discussion, and repro bug reports are the best way for us to know we’re fixing the right issue.