Game Development Reference
In-Depth Information
Remember, this is a 3D object like anything else. So, when
positioning it, position it in 3D space to get the view you want.
With these set up, let's add the Text and Avatar and we're done:
1.
Import an Avatar head from the NobleAvatar pack mentioned earlier
(make sure you set its TextureType to Sprite after importing).
2.
Right-click on the AvatarArea panel and select UI | Image and change its
Source Image to the imported Avatar .
3.
Resize and position the Avatar over the empty hexagon on the AvatarArea .
4.
Right-click on the TextArea and add select UI | Text to add a
Text Component .
5.
Resize the Text Rect Transform to fit comfortably within the TextArea .
6.
Set the Text Color to White .
Now, if we examine our creation, you will find it looks pretty awful:
• The images look grainy
• The text is massive
• If you set the Font size of the text down, it looks horrible
So just what is going on here? Why does this look so bad?
Troubles with scale
The simple answer to the previous question, is scale. If you check the size of the Rect
Transform of your WorldSpaceCanvas GameObject, you will see it is 100 pixels
wide by 100 pixels high; in other words, it's tiny in your massive 3D scene.
If you take any image and resize it down to a minute size, it will look awful and
cause all sorts of problems.
If you also recall, in a previous chapter, I noted that the text system hasn't changed in
Unity 4.6. It has its flaws and doesn't scale well, which is why it looks its worst in the
scene at the moment; the text needs to stay large (the larger, the better) to maintain
any kind of quality.
So, the simple answer to this is to think bigger!
 
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