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Make sure your UI Text object is just not inadvertently upscaled.
This can occur any variety of methods. In my expertise, the commonest prevalence of this occurring is because of producing UI objects from prefabs, however it could possibly additionally occur after you alter the reference decision, reorder/ reparent objects within the hierarchy and possibly different conditions as effectively.
Since the OP is utilizing a World Space Canvas (presumably probably the most vulnerable to scaling points, because the canvas is rendered as an object within the scene vs. an overlay) I’ll use that for instance.
New Canvas (together with World Space) rect bounds will default to regardless of the sport view pane is at present set to. Note that when you have your sport view set to Free Aspect, that bounds goes to be one thing pretty arbitrary! For this instance, I’ve set my sport view to 2880 x 1920 (blue field).
As anticipated, our new Canvas element is scaled to 1,1,1 and is sized to our sport view window dimension by default. I’ve rotated the canvas 45° in Y to make the most of its “world-spaciness” and moved it a bit so it’s in view of the default digital camera.
The textual content element can also be scaled at 1,1,1 so every part seems to be simply advantageous.
Now it is a contemporary scene, created “out of the field” with simply these easy elements — it is type of laborious to go flawed on this scenario. Suppose as a substitute you might be knee deep in scene creation with a fancy UI system. You have been transferring, resizing and reparenting parts, perhaps producing little one UI objects from prefabs created with a distinct scene configuration — fairly quickly you might have little one objects with (up)scaling utilized which isn’t instantly apparent. For a trivial instance, for instance I created the World Canvas after which scaled it up by 10, after which created a textual content object little one. This is the end result:
The textual content object’s native scale continues to be 1,1,1, however it’s being upscaled 1000% by its mother or father canvas. The result’s blurry textual content.
The OP of their reply already identified that the Canvas Scaler with its dynamic pixels per unit setting can also be key to having Text UI parts correctly rendered on display screen.
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