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TextMesh issue in standalone build.

Discussion in 'Editor & General Support' started by raypendergraph, Dec 23, 2009.

  1. raypendergraph

    raypendergraph

    Joined:
    Sep 8, 2009
    Posts:
    12
    We are running into a strange problem with fonts. We use the text mesh with a LCD font to create electronic device readouts. Sort of like so:

    Code (csharp):
    1. mesh = go.GetComponent(typeof(TextMesh)) as TextMesh;
    2. mesh.font = lcdFont;
    3. mesh.text = "Hello World";
    This works perfectly well running in Unity (we are using Pro), but when deployed as a windows standalone this does not work. Building/running on Macs or PCs does not seem to matter. The font is displayed as black blocks.
    We have noticed this font distortion issue with other fonts (that are used in the GUI) on and off but they mysteriously seem to correct themselves between builds.

    Any clues about what this might be? We have tried switching fonts but it does not seem to be font specific and fonts in other places are working fine. Thanks in advance.

    ray
     
  2. raypendergraph

    raypendergraph

    Joined:
    Sep 8, 2009
    Posts:
    12
    This turned out to be strange shader issue for the LCD. We have worked around the issue (by removing the custom shader) but I am still puzzled why it consistently works running in the editor and consistently breaks in a windows build.