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[Suggestion] Pixel Per Unit for Label/Text Control

Open Myterian opened this issue 1 year ago • 4 comments

Issue description: The idea is to stop blurry texts / labels, when using a world space canvas. World Space Texts can currently be achieved in two ways: World Space Canvas and Text Renderer.

The problem currently is that the text in world space canvases is too blurry, because it doesn't has enough pixel. World Space Canvas Small

The current workaround is to set the font size to something way larger by a factor and then scale the text control down by the same factor, to make the text look sharp World Space Canvas Overscan Small

The way this problem is solved in other engines is to have a property, that let's you set a custom Pixel per Unit count, where the text gets rendered with a set number of pixels. Per unit.

Text Renderer is no option for this scenario, since it doesn't align to a world space canvas. Also, it is missing an 'Face Camera' option, like the Sprite Renderer has.

Myterian avatar Apr 18 '24 20:04 Myterian

This text rendering issue is also present in every text rendered in the engine. Including in the editor, if you use interface scale it will look quite rough. See https://github.com/FlaxEngine/FlaxEngine/issues/2349 also

Menotdan avatar Apr 18 '24 21:04 Menotdan

Funny story. I used to have the interface scale set to something like 0.9 for easier readability and that would cause small characters like "-" to disappear

Myterian avatar Apr 18 '24 22:04 Myterian

Funny story. I used to have the interface scale set to something like 0.9 for easier readability and that would cause small characters like "-" to disappear

Really? I found 1.5 easier to read lol

Menotdan avatar Apr 18 '24 23:04 Menotdan

I guess that depends on the size of your screen, too xD But I like to see at once, so I don't need to scroll all the time

Myterian avatar Apr 19 '24 00:04 Myterian