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World Space canvas issues in 5.2.1

Discussion in 'Editor & General Support' started by neginfinity, Sep 23, 2015.

  1. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,328
    I believe that world-space canvas no longer gives a damn about Dynamic Pixels Per Unit or Reference Pixels Per Unit when rendering Text UI in the world space.

    The density of texture changes, BUT text size is determined by world space. 1 point = 1 meter. And you can't enter fractions there.

    Now, I could probably manually rescale my canvases with that in mind, but is there a sort of workaround (to get old behavior) or should I file that as a bug?

    On the screen you can see text with size of 1 on unscaled world space canvas with DynamicPixelsPerUnit and ReferencePixelsPerUnit set to 100. The cube is 1 unit big.
     

    Attached Files:

  2. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,328
    So, nobody knows or nobody cares?
     
  3. Mimicry

    Mimicry

    Joined:
    Apr 8, 2015
    Posts:
    11
    We have the same problem in Unity 5.2.0.
    5.1.3 works fine
     
  4. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,328
    wikmanyo likes this.
  5. EdwinLyons

    EdwinLyons

    Joined:
    Oct 4, 2012
    Posts:
    82
    I know this is a slightly old post, but I'm seeing the same issue in the PS4 version of 5.2.1p3 - it makes using text in world space pretty tricky!
     
  6. Mimicry

    Mimicry

    Joined:
    Apr 8, 2015
    Posts:
    11
    My solution:
    Set the canvas size to a large one (800x600 etc) and scale down the whole canvas to a proper look instead of setting the Dynamic Pixels Per Unit to some huge value.