Hey! sorry for the short amount of time between questions but I’m seeming to have issues with the label go component, where when changing the size option it doesnt actually change the size? having to use scale but that can make things look the wrong proportions at times.
Change the scale uniformly - so each xyz has the same number.
yea I am doing that, was just wondering why the size was changing anything.
The size param modifies the bounding box of the text component. This can say how far to create line breaks.
King Cosmic!
I see Britzl has marked this solved. I just want to add a quick tip that might help:
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Make the size of the font that the label uses Very Big. You should make it the biggest you will ever need that label to be. That means we’ll be always scaling down, which means we will avoid pixelisation or other scaling issues later.
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Before you set the text of the label, set the scale of the label’s game object to (for example) 0.5, 0.5, 0.5 (as pkeod said, each number should be the same to keep everything in proportion).
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Later, you can scale the text up to 1,1,1 when you need it large again
that’s how i do things.
Unless you use distance field fonts instead of bitmap fonts. DF fonts can be scaled to almost any size without any visual artefacts.
But not scaled down. The built in DF font has a sharpness problem when scaling down which lowers the opacity of the font. Only way I have seen to fix it is to manually lower the smoothness in the shader, maybe a superior shader to correct for it can happen though.
True. I was mainly thinking of the result when scaling up.