I have a plane behind a text mesh 3d that i use to make the text more visible. The plane is supposed to be slitghtly transparent but when i give it a transparent shader it starts acting like the pane is in front of the text when it actually is not. How can i fix this?
Okej i solved it using a canvas, TextMeshPro- text and as background i use a UI Image. That works as i intended.
Had the same problem and found the solution:
Go on the canvas, and increase "Order in layer" until it is fixed (if it doesn't work after like 4 or 5, sry it might be something else ^^')
If it works it simply meant that the UI text was rendered before the transparent material, so you wanna tell the canvas to render itself after the material.
Related
I just added 3D Text on my scene and it is invisible on the background of Canvas, that is "Render Mode: Screen Space - Camera". How i can make it visible on background of my canvas?
There are 2 ways to fix this:
Change the Sorting Layer of the obstructing object to be one behind that of the text, or change the Order in layer of the obstructing object to be lower than that of the canvas.
OR
Create a new canvas with a higher Sorting Layer (you may need to create a new one) or Order in Canvas and place the text in the new canvas.
As an example, here I have my normal text in a lower canvas, but I created an overlay canvas for text that absolutely must go above everything else.
I find that the second solution is a better general solution for the issue, as in the first solution you have to change the layers for every object in the scene that might obstruct your text.
Why is the text displayed on the stage but not in the game?
To me this looks like a Canvas issue:
Make sure the canvas scale dynamically, "Scale with Screen Size"
Check Reference Resolution
Make sure the Text Anchor Preset's is correct
You should probably using "Best Fit" in the UI Text Components to make sure the text is dynamically aligned
5 - Check that your color isn't transparent.
I had the same problem seconds ago.
So the issue for me, was that my text was a component of canvas.
When I put it as an object in the scene, it rendered.
I am working on a 2d project with unity engine. (I am a newbie)
As you can see in image I already have a canvas for UI elements but also I have gameobjects under player element. I want to add text inside "govde" element. but when I add it;
at left bottom you can see my game. but canvas and text size is HUGE.
I dont know what is wrong with my game or canvas but I could not solve this.
By the way my gun works well so there are no errors in game. here is a photo of game scene;
Thank you for any kind of help. Have a nice day:)
EDIT : I Wanted to show the text box I wanted; please consider the numbers are so small. What I am asking is when width:2 and height:1 ok my textbox fits inside that car but since it is so small, i cannot show even 1 characters inside text box even if I make font size : 1. My english is not perfect sorry if I make any mistake. Here is picture;
and IF I Make bigger to everything, They don't fit to my game screen. I tried to move camera to far away but that did not changed to my Game Screen.
LASTLY: When I add my a text inside my UI CANVAS, it perfectly fits. But when I add same textbox to game object called Player as I needed, it is TOO BIG
SOLUTION : For anybody who deals with same problem try to create a text object inside a UI CANVAS, after that create another canvas inside game object. And lastly, drag textbox into second canvas . That solved all my problems. My second canvas is still huge and when I make it smaller my textbox gets smaller and smaller so I cannot use it again but I let canvas to be huge, no problem for me at all. Thanks for helps.
The text you created is the tiny black ‘New Text’ above the word basla. The canvas isn't actually viewable, you can add a ‘Panel’ underneath to confirm its size.
edit set font size and change width and height of text
keep scale at 1,1,1, track all the parent scale of each parent object, they do multiply in scale as you go down, so if one parent has scale 2,2,2 and its parent has scale 3,3,3 by the time you get to the text at 1,1,1 its scaled to 6,6,6 so keep this in mind and reorganize you hierarchy as needed
When using textmesh to add a label to my prefab gameObject in Unity, the text appears really squashed and not filling the space properly and I can't seem to figure out how to make it appear normal. I had the same issue using plain text.
Even if i make the canvas way bigger than I want it just to test, the text is all squashed and distorted
I am using a canvas and my scaling is quite small
Update:
Try to add a CanvasScaler component to your container Canvas gameObject (add it only if it is not there yet).
https://docs.unity3d.com/Manual/script-CanvasScaler.html
It has some properties but the most important is the Reference Pixels Per Unit set it to a higher, or a much higher number.
If your container Canvas has its Render Mode in Screen Space - Overlay, then your text will look little "stretched" - as your picture shows it. If you modify the scale mode to anything else, then this will be alright.
I am experiencing the issue with text colour not changing to what I set in the inspector resulting in always black text.
I have followed the advise to create a material and assign that to the font and this appears to work, but only on a static text field or button text.
I have a text field in a scrollview and after I apply the material the scrollview mask no longer hides the text outside of the scroll area?
If I set the material shader to GUI/TextShader I get the correct colour, but the srollview mask does not work, if I set it to no material the mask works but colour is black?
This happens on every font as soon as I add a material?
I have tried all manner of shader setting without any joy, does anyone know how to resolve this? It seems totally bonkers to me :-(
SORTED!
I imported TextMesh Pro, used its Font Creation Tool and hey presto :-)
Not sure why the default Unity text component cant handle this?