Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Question Text (TextMesh Pro) showing as blocks of white on mobile only

Discussion in 'UGUI & TextMesh Pro' started by thedanives, Dec 8, 2022.

  1. thedanives

    thedanives

    Joined:
    Nov 29, 2022
    Posts:
    5
    Hi - I've made a game and used a custom font for the text (Grobold). I've used TextMesh Pro and used the Font Asset Creator to make the font. Everything seemed fine, and it works perfectly on desktop - however as soon as it's looked at on mobile, the text turns into "blocks".

    I've messed around with various settings, but nothing I'm doing seems to actually fix this problem. I've tried the atlas generation as dynamic and static, re-rendered it at different resolutions (I currently have it as 64/8192).

    I'm just really confused as to why it's fine on desktop but not on mobile. Has anyone seen similar issues?

    Thanks,

    Dan


     
  2. Shaurizo

    Shaurizo

    Joined:
    Dec 9, 2022
    Posts:
    3
    Is this happening on Android or iOS or both?

    Solid white blocks suggest that the font atlas texture isn't being loaded.

    If the problem is occurring only on Android, I have read in other threads on this forum that you need to make sure 'Split binary' is unchecked in the player settings for Android. For eg, see some posts about this in this thread: https://forum.unity.com/threads/text-not-show-on-android-device.468079/
     
  3. thedanives

    thedanives

    Joined:
    Nov 29, 2022
    Posts:
    5
    Sorry I should have said, it's a WebGL game so I don't have any Android/iOS settings set up - it's like this in the browser
     
  4. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,596
    Some platforms have limitations on texture sizes. The issues could also be related to using non square texture... ie. 64 / 8192.

    Texture compression could also be an issue.

    Just for testing purposes, see if using a Dynamic font asset of size 1024 x 1024 with Multi Atlas Texture enabled works in your case.