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Text scale #4

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Nickman87 opened this issue Apr 14, 2022 · 1 comment
Open

Text scale #4

Nickman87 opened this issue Apr 14, 2022 · 1 comment

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@Nickman87
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Hi,

I'm pretty new to Unity and wanted to have some debug gizmo's to visualize some data.
Given that text is good enough for what I need, I tried your extra Gizmo's, but the font seems to be way to large to be of use for me:
image

It's a simple 2D tilebased game that I am making. Is there any way to scale the font size down?

@zchfvy
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zchfvy commented Apr 15, 2022

Hi,

Thanks for leaving a message. Short answer is that there is no text scaling option in this library.

Right now the way this library does text is honestly pretty bad (It just has an icon for each number/letter which it draws), and there is no very good way to improve it without a rewrite of the text code; I did find this example:

https://gist.github.com/Arakade/9dd844c2f9c10e97e3d0

It seems to be using GUI labels instead of being a proper gizmo though, so I'm not 100% sure how that would turn out (I don't actually have Unity installed right now). If you do find a better way to do this I would like to improve my implementation.

Also, if you are willing to do this in a dirty way you could adjust CHAR_WORLD_OFFSET in GizmosPlus.cs downwards and then bulk-resale all the images. Though that will just set everything to another lower fixed font size.

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