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Im making a word search game. Im using a normal ariel font but im noticing that the letters are getting clipped. When i look at the font and the sprite atlas everything seems fine and it doesnt look like the actual font is clipped but when it renders it is. Any help would be apperciated.
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Thanks, but I meant a snapshot of the Scene view demonstrating the clipping problem ;-) Also, is the font set to Dynamic or something else?
May 25 '12 at 01:27 PM
Wolfram
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We decided to switch all the text to sprite text from ezgui which solved this issue.
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Its set to dynamic but since we are pushing to a moblile platform i thought that dynamic wasnt supported. it gives me an error saying it will set it to unicode.I will include a screenshot of one of the letters. im sorry but i cant do a screen shot of the game. What you will see is a 'c' the very top line of pixels are missing.We are seeing this in most of the letters. Ive included a scaled up version so you can see the pixels and the actual size. We noticed this problem a while ago, too, I think it was always like this (at least since Unity 2.6). The problem seems to be that the texture atlas generated by Unity for the font does not do any padding and/or the UV mapping is too small, so the antialiased rim along at least two sides gets clipped away. It might be worth it to submit this as a bug report
Jun 11 '12 at 02:32 PM
Wolfram
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I am using textmeshes. The rectangle in which the character is located in is big enough for the letter. What we are doing is creating a grid of letters for the word search. Each letter is an object called "letter box" on that object is a text mesh.

Could you include a snapshot, it would help a lot determining what is wrong. Also, what are the settings in your font, and in the Component that uses the font? Are you using GUIText, or TextMeshes, or something else?
What is the size of your rectangle? Making the rectangle in which the text is contained larger will most likely solve the problem