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Pixel Perfect not working - fonts distorted

Discussion in 'General Graphics' started by SgtSargeMcFly, Apr 14, 2021.

  1. SgtSargeMcFly

    SgtSargeMcFly

    Joined:
    May 4, 2020
    Posts:
    20
    I'm trying to integrate a pixel font into my UI, but no matter what I can't get rid of this ugly effect created by what I assume are half-pixel positions.

    upload_2021-4-13_23-27-22.png

    It's a pain to read because of how the font weight keeps wobbling around. It's 2 pixels in some places, 1 pixel in others.

    upload_2021-4-13_23-29-36.png

    In the higher-resolution scene view, the font looks more like what I want it to. But I want to make this game at 320 x 240 resolution. From what I understand the "Pixel Perfect" option in the Canvas Renderer was made to solve this problem but it's not changing anything when enabled. I imported the font using RASTER_HINTED mode and put it on a TextMeshPro object. The Canvas' reference resolution is also set to the 320 x 240 resolution I'm working in. I've tried messing with the "Reference Pixels per Unit" but nothing changed.

    Is there anything I could try to get the font to look cleaner and more consistent? Thanks so much in advance for anyone who replies.
     
  2. SgtSargeMcFly

    SgtSargeMcFly

    Joined:
    May 4, 2020
    Posts:
    20
    Just thought I'd bump this thread with some new insight. Viewing the canvas in 2D view helped me visualize the problem.

    upload_2021-4-15_14-44-37.png

    This is a closeup of the character "Y" being printed. It doesn't quite fit in the pixel grid. Even When I try to manually move the pixels into place, I can't put one into place without throwing off another. Is there a solution to this?