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Got to say, this looks a lot better than Unity's UI text handling, even with TMPro.
by Deukhoofd 6y ago
Got to say, this looks a lot better than Unity's UI text handling, even with TMPro.
- jan_Inkepa 6y agoUnity’s gotten better over time, but honestly janky-/blurry-looking text-rendering is still one of the giveaways that you’re playing a game made with Unity. I notice it the worst with computer card games or strategy games (where text rendering is tricky). Makes one miss flash... . Godot puts localisation/internationalisation really way more in the foreground than Unity (having built-in support for it, while Unity does not, as well as having the development software itself being localised into far more languages than Unity), so it makes sense that this culture would also lead to better text support. (disclaimer: I work with unity a lot - I’ve only done a one or two small projects in Godot, and would still recommend Unity above it generally)
- kroltan 6y agoIs there any solution or reason for the blurry text, even with TMPro? I'll be honest all my games have horrid text rendering because of that, and it's super frustrating, but I've never found a setting that fixes it (be it UI scaling shenanigans or in the TMP component itself)
- jan_Inkepa 6y agoI think there should be some randomo selection of settings that should make text-rendering tolerable with TMPro (crisp at most resolutions without using up your memory budget), but I haven’t touched it in a while, so can’t advise...
- deleted 6y ago[deleted]
- klodolph 6y agoIsn't there a scaling setting for the font asset itself that you can change? This can improve things but there's no perfect setting across platforms.
- kroltan 6y agoThere is, but it still looks fuzzy in the end.