All Questions
15
questions
2
votes
1
answer
662
views
Getting a list of all supported characters in a Font
I am attempting to create my own font fallback system for multilanguage support using UI Toolkit in Unity (Label class). This UI system does not intrinsically support fallback fonts.
I have some ...
0
votes
1
answer
80
views
Getting text dimensions with TextGenerator.GetPreferredHeight/Width not working
I am using Unity 2021.3.3f1 and trying to make a pop up with a sprite as a background, where the size of this sprite adjusts to the size necessary to fit the text.
From what I understand, ...
1
vote
0
answers
343
views
How to achieve something like anti-aliasing on 8x8 pixel font using TextMeshPro
I use TextMeshPro for my UI text. My text is currently very crispy and looks like this
I'd prefer if it looked more like text in 90s arcade games, with more "...
0
votes
1
answer
503
views
Xna Spritefont from installed fonts
I am using Spritefont in my game and I have downloaded a .ttf font and installed it on my machine. I am now using this font in my game.
My question is if this game is run on another machine will the ....
3
votes
1
answer
779
views
Draw fonts in Hololens using SharpDX
I am using SharpDX to create an application in Hololens and I'm trying to understand how to use DirectWrite to draw variable text in 3D stereoscopic view. I have ...
2
votes
2
answers
2k
views
How to disable Monogame pixel font antialiasing?
I am using Monogame 3.4 (I have held off upgrading to 3.5) and am on Windows 10. I'm drawing using the PointClamp setting (as suggested in this similar question).
Whenever I render text with ...
1
vote
1
answer
4k
views
Loading font in Monogame
This question is probably a duplicate but I'm still asking it since it's all yesterday that I'm trying to get this done without any success. I followed many solutions and tried even more libraries ...
2
votes
4
answers
2k
views
.fnt font file offset issues in Unity
I want to display 2D text in Unity using bitmap fonts (.fnt files). There are some solutions out there, but I'm writing my own. Each character is a game object with a ...
1
vote
0
answers
114
views
Spritefonts gets very messed up when scaling up
I'm recoding a retro video game, but because the original resolution is very low, I scale everything up. I render to a renderTarget and render the renderTarget to the target resolution.
I'm using my ...
17
votes
7
answers
1k
views
UI mockups to the code
My UI designer has made a lovely photoshop PSD of the UI and everything pretty. The biggest problem I'm having is converting some of the more elegant fonts used into something renderable in-game. Is ...
5
votes
1
answer
615
views
Can't load vector font in Nuclex Framework
I've been trying to get this to work for the last 2 hours and I'm not getting what I'm doing wrong...
I've added Nuclex.TrueTypeImporter to my references in my ...
7
votes
2
answers
4k
views
How to deal with variable size font in XNA 4.0
After searching for a while, I found no way to draw vector/scalable fonts in XNA 4.0 (which would be perfect...) and I am currently in a bind about how to render fonts for my game.
In the game I use ...
2
votes
2
answers
4k
views
XNA C# How to draw fonts in different color
I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system.
...
8
votes
1
answer
2k
views
XNA - just a few more characters accepted in a SpriteFont
I have a SpriteFont in XNA, which has the standard 126 characters that are usable.
However i would like to use the "ಠ" symbol in the game.
So is there anyway of adding just a few more ...
6
votes
3
answers
5k
views
XNA: SpriteFont question
I need some help with the SpriteFont. I want a different font for my game, other than Kootenay. So, I edit the SpriteFont xml, i.e:
...