It didn't work.
I created a scene with a dynamic font.
Then I did a Label and duplicated.
Finally I did a script keybinding some keys with different texts and the text got corrupted with Q and W key, but got fixed with R.
-UIRoot
--UICamera
---UIAnchor
----UIPanel
-----UILabel 1 <text = UNO> (This label has the script)
-----UILabel 2 <text = DOS> (This label get corrupted)
The font texture was 256x256 px.
using UnityEngine;
using System.Collections;
public class SRC_DynamicFontTest : MonoBehaviour
{
void Update ()
{
if (Input.GetKeyDown(KeyCode.Q))
{
UILabel lbl = GetComponent<UILabel>();
lbl.text = "@$$^34567784561!!!!!!!!!/lkasjflkajsdlñfkj lñaksfj lkasdf lkasdjflkñvjkKLLÑKSDJLKFJLÑKSJDFLKÑJSDDFLÑKJ";
}
if (Input.GetKeyDown(KeyCode.W))
{
UILabel lbl = GetComponent<UILabel>();
lbl.text = "12345566778899000";
}
if (Input.GetKeyDown(KeyCode.E))
{
UILabel lbl = GetComponent<UILabel>();
lbl.text = ")O()=?#($()#?=KJASLKÑDJÑLKASJDÑLKASJD,mv,mv";
}
if (Input.GetKeyDown(KeyCode.R))
{
UILabel lbl = GetComponent<UILabel>();
lbl.text = "ABCDEFGHIJKLMNÑOPQRSTUVWXYZ!#$%%&&/(()=?'-_:;,M<>";
}
}
}