Author Topic: Dynamic fonts and anti-aliasing  (Read 3576 times)

AntiDanilevski

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Dynamic fonts and anti-aliasing
« on: February 14, 2014, 09:00:58 AM »
Hello.

We found it impossible to make a font with anti-aliasing. NGui version is 3.4.9.
We are using Calibri, and it can be perfectly anti-aliased (see screenshot).

Question: what are we doing wrong, or is it not implemented/possible yet?

Thanks.

ArenMook

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Re: Dynamic fonts and anti-aliasing
« Reply #1 on: February 15, 2014, 01:02:37 AM »
NGUI simply uses Unity's dynamic fonts. This is just what Unity does. You should put this question on the Unity's website rather than here.

AntiDanilevski

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Re: Dynamic fonts and anti-aliasing
« Reply #2 on: February 17, 2014, 01:20:56 AM »
This is exactly why we didn't use Unity fonts and made our own fonts and font atlas. Too bad that NGUI can't handle this problem, while fonts are the heart of any interface and their role in the whole game perception is critical.

ArenMook

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Re: Dynamic fonts and anti-aliasing
« Reply #3 on: February 17, 2014, 11:14:14 AM »
You don't have to use dynamic fonts with Unity. By default all the fonts that come with NGUI are bitmap fonts, and exist as a part of the sprite atlas. Dynamic fonts are an option, and a buggy one at that because of bugs within Unity itself. It's up to you to use it or not. I personally stick to bitmap fonts.