Author Topic: Odd text rendering issues with 3.0.6  (Read 13749 times)

skullthug

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Re: Odd text rendering issues with 3.0.6
« Reply #15 on: January 21, 2014, 04:36:22 AM »
I gave that code a spin, but I'm afraid nothing changed.

However I've discovered if I enable "Offset anchors by position" on the panel I can move the text into the space without it vanishing. Though, the text still renders far in front of the white bounding box, which is weird, but at this point I can live with that.

ArenMook

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Re: Odd text rendering issues with 3.0.6
« Reply #16 on: January 21, 2014, 04:45:11 AM »
So I take it your UIRoot is present, but it just happens to have a non-standard scale? By default UIRoot is scaled by 2/Screen.height, or in other words very small. Draw Gizmos function offsets the white box outline by the widget's depth multiplied by 0.25, and with the root's scale that "0.25" becomes a very small number.

The code I added instead uses a small number to begin with if UIRoot isn't present (the 0.001f).

Keep in mind that the box is only needed for selection purposes so that when you select things in the scene view it chooses the top-most one. It's meant for 2D UIs.

skullthug

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Re: Odd text rendering issues with 3.0.6
« Reply #17 on: January 21, 2014, 02:01:19 PM »
Correct. Scaling the text boundaries/font-size to the size I needed unfortunately made the text illegibly blurry, so I had to scale the object itself instead.

That's good to hear then. I'm happy with this solution. Thanks a bunch for your help !