Search Unity

Question Updating/Refreshing text when changing resolution.

Discussion in 'UGUI & TextMesh Pro' started by Reaper93Z, Jan 5, 2021.

  1. Reaper93Z

    Reaper93Z

    Joined:
    Dec 13, 2018
    Posts:
    4
    Right now I have an issue where text appears blocky and blurry (almost unreadable) when changing from my native high resolution to 640x480. The strange thing is that if I deactivate the text object and activate it again in the hierarchy it looks rather crisp and is easy to read.


    This is how it looks if I don't deactivate the text objects.

    I've tried using Canvas.ForceUpdateCanvases() but it didn't work. What does work is calling ClearMesh() on a test text object, but I don't know if this is the only way to do it and it's certainly not a very good way of doing it since I'd have to call it every time on every text object when hitting the "Apply" button in the bottom right corner. AutoSize didn't work either.

    The same issue happens when changing resolutions in a build version, so it's not an editor-only problem (unfortunately :) )

    All text objects are TMP_text.

    My Unity version is 2019.4.10f1.

    Any ideas?
     
  2. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,595
    Can you please submit a bug report with the project for me to look at?

    The issue is related to SDF Scaling where the text objects are unaware of this resolution change which would require they update their SDF Scale accordingly. The issue could also be shader related where Unity doesn't update some shader constants which the shader relies on for also SDF Scaling. Having a repro project for me to look at should enable me to resolve this.
     
  3. Reaper93Z

    Reaper93Z

    Joined:
    Dec 13, 2018
    Posts:
    4
    Sure, how would I go about making a bug report? I've never used this forum before.