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TextMesh Pro Once again, Pixel fonts

Discussion in 'UGUI & TextMesh Pro' started by NickVst, Aug 15, 2020.

  1. NickVst

    NickVst

    Joined:
    Feb 17, 2017
    Posts:
    25
    No matter how much I try, I don't seem to understand how to get properly rendering pixel fonts in TMP from TTF files.

    With default Unity UI, it's a little bit of a work around, but at least it's workable:
    • Set font to Unicode
    • Create editable copy
    • Set font texture filtering to Point
    Now the copy looks great. However, whenever I generate a font with the TMP utility, it always looks awful. Vertical lines always go double or are offset. It doesn't matter what combination of font file and point size I use. Here's an example of TMP 3.0.1 with the Orange Kid font.

    upload_2020-8-15_13-33-50.png

    I've tried point sizes ranging from 7-22, with combinations of different rendering modes and enabling/disabling kerning pairs, but they just do not look good. The best I can do is throwing the Atlas resolution all the way up, setting point size to auto and rendering mode to smooth/hinted, but even then there's still a bunch of misalignment and I'm left with a massive font, which really doesn't seem right.

    upload_2020-8-15_13-38-13.png

    Am I missing something here?