Hi,
I'm having difficulty in creating a font that appears at different resolutions (@1x, @2x, @4x) for different platforms from within a sprite collection where the current sprites appear correctly at the correct resolutions when I change the option in 2dtoolkit prefs.
I've previously used the standard way of creating a font using Glyph designer, and following the instructions here;
http://www.2dtoolkit.com/docs/2.5/tutorial/preparing_a_font.htmlWhich in the past has produced good results, although going down this route recently has meant reducing the scale on the text mesh to .3 to get less blurry text;
However when I use Glyph Designer and try to create a font using an existing sprite collection, setup with 3 different platforms (1x, 2x, 4x) I can't see the font in the 'textmesh' drop down, and I get errors saying 'unable to find platform specific font...'
error message;
'test font' in sprite collection;
'test font' data/material info;
Camera setup;
I think I'm not understanding how I can get different image sizes out of Glyph designer to accommodate the 3 platforms (@1x, @2x, @4x). For a texture in a sprite collection I would normally just start with the 4x image and reduce it using photoshop to create the 1x and 2x images. But 2d toolkit doesn't seem to see the other platforms (2x, 4x), and Glyph Designer's BM font has specific measurements relating to the image saved.
So I have 2 problems;
If I go down the standard font route at the moment I get blurry text unless I scale it down.
If I try to create/use a font via a sprite collection, it doesn't show up in the drop down menu for a 'Text Mesh' and produces errors.
I've tried 'Rebuild index' and 'Rebuild all sprites' to no effect.
I'm sure I'm not quite understanding something basic. Hopefully someone knows an answer.
Many thanks.