Heya, this may be an easy fix, but I'm having a hard time with it.
I am currently using tk2dtextmeshes with a tk2dcamera, and I am trying to position them at runtime on exact pixels so the text looks perfect.
For instance:
textMesh.transform.position = new Vector3(Mathf.RoundToInt(Screen.width - (20f * resolutionAdjust)), . . . );
This X value is a whole number at runtime (if screen.width is 480, this debug.logs as 468 given my resolution adjust). However, after it gets repositioned automatically to the tk2dcamera (which translates everything to a 0,0 center on the screen) the new X in the editor is 291.84. I'd love to round the new value to the nearest integer for crisp text, but I can't figure out how.
Any advice?
Thanks for your time.