I am working on an android app that contains a Unity scene. The unity scene has some TextMeshPro text fields where user can enter information. Users also have the option to select fonts for these text fields.

I want to support a lot of fonts. Right now I add all the font assets in Unity. But these font assets add up to increase the app size a lot.

I am trying to find out if there is a way to download these fonts at runtime as per the user's choice so that the initial app size is small? Is this possible?

I would appreciate any links, tutorials, or help. I've not been able to find any information regarding this so far. Thanks!

  • \$\begingroup\$ Have you considered using AssetBundles or Addressables for this purpose? \$\endgroup\$ – DMGregory Jun 9 at 11:42
  • \$\begingroup\$ @DMGregory I haven't, didn't know about these. Looks like what I need. I'd look into these. Thanks a lot! \$\endgroup\$ – varunkr Jun 9 at 11:58
  • \$\begingroup\$ If you find they work for you, please share an Answer below explaining how you used them, so it can benefit other users struggling with similar problems. \$\endgroup\$ – DMGregory Jun 9 at 12:04
  • \$\begingroup\$ @DMGregory sure, will do. \$\endgroup\$ – varunkr Jun 9 at 12:18
  • \$\begingroup\$ I'm honestly just curious as to why you need that many fonts that file size becomes an issue. Is it for language support? \$\endgroup\$ – basklein Jun 10 at 4:06

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