Tasharen Entertainment Forum
Support => NGUI 3 Support => Topic started by: Abyss_DoD on November 19, 2013, 01:49:42 AM
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Dynamic Font - Font Texture unable to set Filter Mode ( Greyed Out )
I wanted to try to start using Dynamic fonts within my project, so I moved my various TTFs into my project and I created a UILabel using one of my TTF, I found that underneath my TTF I can now see a Font Material and a Font Texture. I then noticed that the resulting Dynamic TTF Font Texture has all of it's controls greyed out / locked. I sure would like to set it the Filter Mode to Point.
The TTF I am using looks tons better ( not fuzzy or blurry ) when I use it as a bitmapped font via an external program ( of course then setting the atlas that I was using to filter mode: point ). Any thoughts?
I am currently on V 3.0.5 and Unity 4.3 ( though I had tried this under Unity 4.2 as well ), thanks in advance!
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Just for clarification, when I searched on this topic, I had noticed that a number of other people had mentioned it as a side not in other threads, but nothing came of it. I figured I would make a thread dedicated to this now.
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I don't think Unity offers a way to change font textures to be point-filtered.
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Ok so if I need my fonts to be rendered via point filtering, then I should stick with my bitmap workflow? Easy enough for my needs, just wanted to make sure what I was seeing was indeed the case. Thanks for the clarification!
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Hi, i'm just answering this so the answer gets archived in the internets.
You can set a font texture properties manually using code, so if you have textmesh and want to set it to point filtering,
do a script with:
TextMesh text = GetComponent<TextMesh>();
text.font.material.mainTexture.filterMode = FilterMode.Point;
And it should work just fine.
Be aware that this modifies the asset itself, so all the renderers using this texture will get the change too.
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This change will also likely not persist, so when the font's texture gets re-created, your point filtering will be lost.