• 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
1
Question by NIMBLE_JIM · Jul 16, 2016 at 04:07 PM · uitextcanvas5.3

5.3.5 - Blurry UI text after switching canvasses - until text is refreshed by turning visibility off/on or changing resolution

Hi all,

I have multiple scenes in my project where the canvasses are switched between, each canvas having UI text included on it.

The project was originally created in 5.0 and I have just updated to 5.3.5 and I am now encountering the following issue -

The canvas that is active when the scene first loads displays all UI text just fine, but as soon as I switch to another canvas with the exact same text on, the text on the new canvas is blurred. As soon as I turn the text object off/on (via a button click) it appears to refresh it and it all displays fine again. It is also rectified by changing the display resolution in the editor play window.

It appears as though unless it has a 'refresh' through clicking something else, or is on screen when the scene first loads, it appears blurry.

The font is 'Open Sans Bold' and I am switching canvasses via a raycast script.

I have read issues of text blurriness in 5.3, but most instances appear to be down to the size of the text being in odd numbers which mine isn't.

Screenshots attached. The settings shown are the same for all canvasses and text.

Any help would be appreciated.

Thanks in advance

alt text

alt text

blurry-text-1.jpg (60.5 kB)
blurry-text-2.jpg (254.4 kB)
Comment
Add comment
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

3 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by PhantomSarcasm · Jul 18, 2016 at 01:31 PM

not if you serve this but when I use canvas, do not select the option to "perfect pixel" I do not like past that problem, but if it's trying.

Comment
Add comment · Share
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
0

Answer by prinzwurstbrot · Sep 30, 2016 at 06:01 PM

Did you find any solution to this ? In my case I switch scenes, one without a canvas to one with a canvas on it. When the second scene is loaded the ui looks blurry but if I just build scene 2 everything is nice and crisp. So switching might do something to the canvas scaler ?

I tied your solution (disable the gameobjects where the Text Component sits on via hotkey) but that did not work. After gameobject.SetActive(True) the text apears blurry again.

Comment
Add comment · Share
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
0

Answer by dval · Sep 30, 2016 at 07:01 PM

Some thoughts, Have you tried using a Material that uses Unity's UI-Text Shader ? or any material? Forcing a specific Shader will affect text rendering. (i.e. using the wrong one will render blank squares instead of characters, or ignore aliasing because it's a cut-out shader...)

And is 'Best Fit' somehow screwing with the sizing/aliasing ?

Is the text being written before the screen size is known? It's possible it's sharper after the refresh, because it has runtime dimension to render to. I am not sure if any of the rendering for UI was changed between versions.

Also, toggling the GameObject or Text after the app is loaded, but before panel is called could be used as a work around.

Comment
Add comment · Share
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

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

88 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 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 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

Missing canvas elements on Build & Run. 2 Answers

Unity UI Text Blurriness 0 Answers

Multiple Text of canvas with One script ?? 1 Answer

Adding a string to grid layout group 1 Answer

UI Text does not show when instantiated at runtime. 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges