# Pixelated Text On Scaling

**URL:** <https://phaser.discourse.group/t/pixelated-text-on-scaling/8794>\
**Category:** Phaser 3\
**Created:** [February 3, 2021, 1:03pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794 "2021-02-03T13:03:58Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![salmanjaved5050Tinta](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/salmanjaved5050tinta/32/4660_2.png) [@salmanjaved5050Tinta](https://phaser.discourse.group/u/salmanjaved5050Tinta)\
**Post date:** [February 3, 2021, 1:03pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794/1 "2021-02-03T13:03:58Z")

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Hi! I’m using Resize mode within scale manager of Phaser and rescaling my scene elements from there. The main issue is with the text game objects, they get pixelated a lot.

 ![Screenshot (36)](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/e/ec247dc4c1f547c25adc230a086de755f4261c82.jpeg)

I’m attaching a full view screenshot which looks good but when I resize the main window to half, this is what it looks like.The text gets very blurry.

 ![Screenshot (37)](https://global.discourse-cdn.com/free1/uploads/phaser1/original/2X/f/fa99314e929e1494cf309e5d00b49391c16c9a5a.jpeg)

I’ve tried bitmap text but it doesn’t work as well. Map section is where the problem is. So any help would be much appreciated … Thanks!

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**Author:** ![gid](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/gid/32/4763_2.png) [@gid](https://phaser.discourse.group/u/gid)\
**Post date:** [February 3, 2021, 2:08pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794/2 "2021-02-03T14:08:22Z")

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I noticed that Text objects must be on exact x,y positions (integers) to be rendered without blurryness. Potentially this is the problem here as well: The resizing puts them on a floating point position which leads to blurryness. My solution to this was to keep text objects (like tooltips) in a separate scene that never gets resized/zoomed. This way I can guarantee that text objects are always on a integer x,y position.

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**Author:** ![salmanjaved5050Tinta](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/salmanjaved5050tinta/32/4660_2.png) [@salmanjaved5050Tinta](https://phaser.discourse.group/u/salmanjaved5050Tinta)\
**Post date:** [February 3, 2021, 2:51pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794/3 "2021-02-03T14:51:34Z")

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How can I manage them in a separate scene? They’re created dynamically within map scene and their positions are fixed (with some offset) above the underlying images ( red and blue locked icons). Also I need to change their position according to new game size as well and I’m placing text objects inside a container at (0,0) … so what should i do?

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**Author:** ![samme](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/samme/32/5275_2.png) [@samme](https://phaser.discourse.group/u/samme)\
**Post date:** [February 3, 2021, 5:17pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794/4 "2021-02-03T17:17:14Z")

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You may want to redraw the text (i.e., change font size) rather than scale it.

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**Author:** ![salmanjaved5050Tinta](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/salmanjaved5050tinta/32/4660_2.png) [@salmanjaved5050Tinta](https://phaser.discourse.group/u/salmanjaved5050Tinta)\
**Post date:** [February 3, 2021, 5:40pm UTC](https://phaser.discourse.group/t/pixelated-text-on-scaling/8794/5 "2021-02-03T17:40:52Z")

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Yeah I can change the font size but I don’t know which font size would be best for which game size.
