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World Space UI blurry and missing pixels.

A topic by BlockFade created 16 days ago Views: 44 Replies: 4
Viewing posts 1 to 5
(Edited 4 times)

I have some Super Text Mesh objects in a world space canvas that is 150 x 150 pixels in size. I set the scale to 0.012.

When the game is played, the STM object's are blurry/missing pixel, and the Quads are missing tons of pixels. The text in the quad is unreadable.


Is there any way I can fix/prevent this?

Developer

Hey!


What font are you using, so I can try to reproduce this? Also, can you send a screenshot of your full STM inspector, specifically the "Materials" section, if you can.

By "when the game is played", do you mean it looks different in play mode? What does it look like in edit mode vs play mode?

This screenshot is cropped close, so I can't tell what the context of this is,...so I'm unsure if this is STM's fault, or if it's just basic pixel aliasing. Does the same thing happen when using Unity's standard "Text" object on your canvas? Do you have anti-aliasing enabled in Unity's quality settings? Do you have any post-processing effects enabled?

A screenshot of the full unity editor window will be helpful for me to understand the full issue!


-Kai

(Edited 1 time)

Sorry for not giving enough information...

  • It's actually blurry in the scene view too depending on how far the camera is.
  • I have no anti-aliasing set in the quality settings, however, I do have anti-aliasing using the post processing. stack 
  • I am using the Post Processing Stack 2.0 in the scene. I have anti-aliasing, motion blur, and color grading. I don't think any of those besides maybe anti aliasing would affect it...
  • I tried all post processing effects (including AA) to fix it; it fixed the missing pixels a tiny bit, but quads are still unreadable and text is still a bit blurry.

An image of it using default unity text:

  1. "Press any button to join." is a Super Text Mesh Object.
  2. "New Text" is default unity text.

It does not look like using default unity text improved anything. It looks just as blurry as default unity text is.

Screenshot of one of the STM object's inspector:

Thanks for your time!

Great work on this asset btw.

EDIT:

Picture of canvas without AA:

Developer

Hey!


Since it's effecting the default Unity text too, could you post a screenshot of STM and the default text with the same font & text & size next to eachother so I can confirm it's exactly the same issue with both?

Assuming it is the same between both, the only idea I have for sharpening the text is to try out generating an SDF font (there's a guide in the docs), but the SDF shader doesn't support UGUI currently, but that might be possible with the shader changes in the next build?


Anyway, since it happens with both the standard text and STM, it might just be something unavoidable with aggressive antialiasing? Would it be possible to use a thicker font, or make the text larger?

I think the font size might be the problem. 

Here is a picture of STM next to Unity Text.

  1.  The font size is set to 32 on both of them.
  2. They are both using the Arial font.
  3. No AA or post processing.
  4. World Space UI

The text looks fine.


STM next to unity text but with Open Sans-Light instead:


With a thin font it looks fine too.

Further away from the camera and with a font size of 16 and thin font, however, it looks bad.

1. Unity text is naturally blurry. So I'd say that the Unity Text is normal.

2. STM is missing pixels, but not blurry.


Same distance as previous screenshot with 32 font size and Arial font:


Same distance as previous screenshot with 32 font size and Thin font:


I was going to try SDF, but that is very blurry on UGUI. ( Also as you said, it's not supported. )