• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by HalversonS · Feb 23, 2016 at 02:16 PM · fontsettingsblurrymipmapsmipmap

Disable Mipmaps on GameObject ( Fonts are Blurry )

Can I disable mipmaps on a meshrenderer during runtime?

At a near medium distance my fonts are blurry due to mipmapping (I'm using a font that replicates a 5x7 dot-matrix display). I've turned the size to upwards of 90... it gets nice and crisp up close, but if I pull the camera back at all the mipmapping mashes and blurs everything together. If I turn the font size way down it's not an issue at a distance.. but then up close it looks terrible.

I was hoping for something like "().mipmapEnabled = false;" however the only way I can make that work is if the texture is being imported.

I've tried using a bitmap as font so I can use the advanced setting to turn mipmapping off... our complicated system doesn't like bitmaps for fonts, it wants a .ttf. So I can't use that trick.

This is for Unity 4. I have both 4 and 5 pro. This project can only be used in 4. Maybe it's for complications that I'm not aware of... but I do not understand why there is so much trouble with turning mipmaps off for fonts. I think I'm missing some small detail...

Any help is greatly appreciated. I've scoured the web and input on this seems like it would help many others.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image EdgarY · Feb 23, 2016 at 03:56 PM 0
Share

what I am going to tell you is not a good coding practice, but it could work until you find good solution. you can set bool mipmapsEnabled when you create texture at runtime. so basically you can re-create your texture and set mipmaps to false. Texture2D tex = new Texture2D (0, 0, TextureFormat.RGBA32, false); where 'false' stands for should this texture have mipmaps. ofcourse if you are running this frequently (e.g. in update) then it's not a performance friendly solution. however, this could be a dirty workaround you wouldn't tell anyone about.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

35 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Disabling mip map turns texture normal 0 Answers

Getting pixel font to look decent 1 Answer

Don't load Mip 0 for certain textures based on a condition? 0 Answers

Bitmap text blurry and bad looking 1 Answer

Mipmap bias not Set on device with Unity 3.4 IOS project 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges