Timeline for Unity font API behaves differently in built game
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Aug 30, 2018 at 3:10 | answer | added | Arxz | timeline score: 1 | |
Aug 29, 2018 at 11:53 | comment | added | DMGregory♦ | Have you tried adding a delay between creating the font, populating it with characters, and saving it? It's possible that some of these operations are queued and execute later in the frame rather than instantaneously. | |
Aug 29, 2018 at 9:54 | comment | added | Arxz | @Philipp It should be released only in Windows and Consolas is installed by default I think. But thanks for mentioning the license stuff. | |
Aug 29, 2018 at 9:52 | history | edited | Arxz | CC BY-SA 4.0 |
added 5 characters in body
|
Aug 29, 2018 at 7:57 | comment | added | Philipp |
I would not recommend to use CreateDynamicFontFromOSFont . Your game won't work if the player doesn't have that font installed. Different operating systems have different fonts, so you will unnecessarily limit the platforms you can release for. It is usually better to add any fonts you want to use as assets. But keep the license conditions in mind. Not all fonts included in Windows allow redistribution.
|
|
Aug 29, 2018 at 7:47 | history | edited | Arxz | CC BY-SA 4.0 |
edited title
|
Aug 29, 2018 at 6:09 | history | asked | Arxz | CC BY-SA 4.0 |