I’m working on a project where I am dynamically spawning button meshes and then adding a Text Render Component, and finally populating that text box with a random string (replaced by placeholder text in the screenshot). I’ve got a top down camera in ortho.
The font I’m using is the default RobotoDistanceField, with a worldSize value of 43. Please note that the font looks fine and sharp in the preview font editor, and also, if I zoom right in on the buttons the text sorts itself out. So my question is therefore: is there any way to get the text to look less jaggy at the current camera distance?
For the bonus quesion, the meshes are looking pretty jaggy too. I’ve got the lighting on production quality, but that doesn’t seem to have made much difference. Something with LoD or Antialiasing perhaps??
I’m still not having any luck with this. I am starting to think perhaps I should forget the 3D approach and start looking into the 2D/HUD approach. Unless anyone has any good ideas?
There a few things that factor into how crisp your can make your edges.
First will be the type of font that you use. Thinner fonts can be eaten by AA. This is most obvious in the 5 and the a on the card.
Second is the way that the alpha channel is drawn and calculated inside of your material. If you change the blend mode of your material to Translucent and then turn on Responsive AA under Translucency your edges will be much crisper.
The best method for eliminating issues like kerning and leading as well as to create edges that are not subject to how someone else made the font is to create your own. I suggest using Adobe Illustrator, as it is Vector based, and create your own custom font. Or if you find a font you like to adjust it there.
Typically letter sheets are limited to one sheet to eliminate scale issues.
If you download a font off of the internet you will always run the risk of having jagged edges that are part of the font itself. However, this method should eliminate the edges you are seeing that are produced by AA.