Questions tagged [fonts]

A collection of text characters according to the size and style of a particular typeface. Often used as shorthand when referring to said typeface.

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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 ...
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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, ...
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How to check the font on a Text Mesh Pro component

I have a GameObject with a Text Mesh Pro component. I want to check if the Font applied to the Text Mesh Pro component is a particular font (let's say it's Comic Sans) I can get the font name by first ...
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Problem rendering Custom Fonts on UE4 Text Render Component

I have imported a TTF font on unreal engine. At first I just let unreal engine create the Font asset automatically, but when I try to create a material with that font it gives me a warning telling me ...
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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 "...
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Is attribution sufficient for a CC BY-SA 3.0-licenced font in a video game?

I'm creating a video game I intend to sell on computers, and I want to use a font that is under the license "Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)". Do I have to sell my game ...
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text - part of the sprite or dynamically generated

I am trying to reproduce the same stamping tool as the one we found in the video game "Papers, Please". In my case I want my users to be able to modify the text they are going to stamp. I ...
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2-Color Fonts in Unity? (so maybe called 3-Color including transparent alpha?)

I have been trying to make my game title screen look better. I realised it was because all my fonts have just one colour. I read some very old threads about a Editor Scripts to extract the font to png ...
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Application stops working when I add two fonts

I created a game that has two fonts. Being precise, the two fonts are PRESS_START_2P with the difference only in size. One of the fonts serves to write the title and the other for all other things. ...
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How to draw text with characters rendered in reverse order in a Godot game?

I need to have some text showing up in my Godot game in a way that each character overlaps the character directly to its right, like so: ...
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How to have a tilted FNT font on Godot?

Since FNT is a bitmap font I was thinking perhaps making the padding negative to the right and left side of the characters and rasterizing each glyph already skewed by an angle could make the font ...
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How do I convert a PNG into a pixel art font for use in Godot?

I'm an artist. I have several pixel art fonts prepared like so. My platform, Godot, accepts only TrueType and FNT file formats. My images are of raster pixels so obviously a conversion needs to take ...
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How can I render a font in C with OpenGL?

What I tried: I was testing some things in order to render text with stb_truetype.h and OpenGL in C. I took as a reference the example that appears here. Basically, this example, loads a .ttf file and ...
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How do you deal with transparent fonts that you want to be white?

I'm a bit of a total amateur, but I thought I would learn how to make a simple game during quarantine. However, I stumbled into a problem with fonts. I'm thinking about using the free font "...
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DirectX 11, support for Font drawing

I have recently started to work with DirectX 11 and 12, I am using Microsoft Visual Studio Community Edition. I am under a 64-bit machine. I am currently rendering a frame with background and a window ...
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LibGDX Letter spacing is reduced if I use GlyphLayout to draw a bitmap font

I need to use glyphlayout so that I can centre the text, but I found if I do the text gets distorted due to the spacing being incorrect. ...
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Manual per-glyph rendering with SDL_TTF

I'm trying to create a font atlas with SDL_TTF. My idea was to create an SDL_Surface for every character using ...
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Font rendering, how do you align glyphs of a font?

I'm trying to render text quad using texture generate by BitmapFontWriter of libgdx. For the font I can get ...
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Sampled texture from bitmap font produces blue glow

I'm creating a texture is DirectX 11 from bitmap fonts. I realize that I can use DXTK, but this is an exercise for me, not in learning another library. My sample code looks like this. ...
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1 answer
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How can I create color fonts to be used in Unity?

I've been searching, downloaded a couple programs that lets you convert images into fonts, but none let you obtain the color. They all switch them to black and white. While searching the internet, I ...
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Incorrect placement of diacritics in Arabic fonts

I put AdobeNaskh font on my texts and use Arabic text support for unity and use show Tashkeel function then the text appears so what is the solution of this problem?
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Doubt about font inclusion (GAMEMAKER)?

The default font of the GameMaker is arial, but it does not contain special characters that are present in the portuguese language. Soon I had to add a new font, but I activated the ASCII option so ...
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Blurry text in Unity UI at default scale

I'm working on a VR (GoogleVR Cardboard) game, and need to include UI elements within it. Ever since I first learned how to use Unity's UI elements, I've been limping around what seems to be a major ...
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1 answer
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Unity font API behaves differently in built game

Specifically it's Font.CreateDynamicFontFromOSFont(), use this script attached to an empty GameObject in the scene. ...
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1 answer
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Scale screen space quads (used in font rendering)

I have quads positioned in <0, 1> x <0, 1> coordinates. I use this system for font rendering. In vertex shader I have: ...
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TTF glyph to OBJ

I'm looking for a method to convert a TTF glyph into a triangle mesh. I've tried making my own font constructing my own indices and vertices but it didn't go well: ...
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1 answer
302 views

When I use a font in my game, do I have to include its license in the credits?

For example, if I use this font from Google Fonts: https://fonts.google.com/specimen/Open+Sans This font is licensed under Apache License 2.0 But regardless of the license, if it allows commercial ...
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1 answer
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libGDX font generating bug

Please, help me with my problem. The character is rendering incorrectly. R symbol looks like N. Also, the symbol ! is not drawn. But this problem was found only on Xiaomi Mi A1. On other devices, ...
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1 vote
1 answer
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Font Changes in WebGL Build

I'm attempting to make a game for WebGL. However, everytime I export a build, the font always changes on everything, just like below. Original WebGL My default font is Arial and I have made a ...
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2 votes
1 answer
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How to convert png images to True Type Font?

I'm doing a clone of Colonization and I'm trying to use the same font type as the original game. I'm able to get the pixels from the original font files (.ff) using the application from this thread ...
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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 ....
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5 votes
2 answers
741 views

How does condition 5 of the Open Font License apply to using a font in my game/engine?

For my game-engine I have created an debug-console I use for more complex operations and tests, logging, etc. When looking for a good & clean font I considered using Google Fonts. Many if not all ...
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3 votes
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Weird libGDX BitmapFont Color Change (And Alpha) Bug

I want to change the color of my libGDX BitmapFont, but it can't change it. The font is generated with Hiero v5 (Lastest as I Know) but the color of the font doesn't change. Here is the example code, ...
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3 votes
1 answer
4k views

Freetype: create Signed Distance Field based font

I am trying to implement Font Rendering in my OpenGL C++ game. I read many articles on the subject and got to know different methods, but I am still learning. Valve has published a paper for Signed ...
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477 views

Two BitmapFonts from one .ttf font using AssetManager

I'm trying to start using AssetManager in my game. Previously I used to generate two BitmapFonts (bigger and smaller) from my .ttf file and it worked well. Here's how it looked in the code: ...
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Can I create realtime textures with text?

I have a large number of items in my game, that will eventually have a texture associated with them. The problem is, for right now, I have nothing. I would really like to do something with, say, the ...
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Font loads with artifacts

I've recently come on to an error when loading fonts in my game, some letters show up perfect while others have artifacts around them. Here's an example of this: While some letters are perfectly ...
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1 answer
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LibGdx: set TextButton font to a TrueTypeFont

I am making my first LibGdx game, and having an hard time understanding font scaling on TextButtons. Here is a comparison between the rendering on my Kindle Fire 7 and an high resolution tablet: I ...
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3 votes
1 answer
222 views

How to maintain char widths of non-monospace fonts?

Having a font via spritesheet (as PNG), the easiest way to render fonts from that is just showing chars as monospace, but as you can imagine, that looks not pretty with chars like ...
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8 votes
2 answers
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Is it reasonable to use FreeType [closed]

Won't it slow my game if I use FreeType lib and convert 2 fonts from .ttf instead of using preloaded BitmapFont .png? Or may be FreeType so fast, that I can use fonts both ways? All I need is to ...
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4 votes
2 answers
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Creating and editing a .fnt file based on a PNG source

I am currently making a game, (obviously), with the LIBGDX Java Library. I have already made a font, (It's a PNG file, not a TTF or RTF), that looks something like this: (It's a mockup, by the way.) ...
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2 votes
1 answer
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How do I render Hindi text in Libgdx?

How do I render Hindi text in Libgdx using any font? For example, I want to render the word "प्रकार". Here is what I have, so far: ...
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2 answers
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Resize font when screen resizes desktop Libgdx

I create my font using the following code: ...
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2 answers
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How to Refresh Dependencies after Adding FreeType Extension in Android Project

I'm planning to use FreeType fonts in my game (LibGDX and Android Studio) and I already added the freetype dependencies in my project. How can I refresh the dependencies after adding them? I have ...
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3 votes
1 answer
752 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 ...
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2 answers
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Unity custom font all glyphs on top of each other

I'm trying to create a custom font to use (just for numbers). I've divided a 1280x512 file into a 5x2 grid of 256x256 spaces, put my custom drawing into the boxes through 0 to 9, saved it as ...
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1 vote
2 answers
2k views

Spritebatch and Shaperenderer

When I am using the same spritebatch to draw texture and calling shaperenderer inside it, it is kind of misbehaving, like texture is not getting drawn or font is not getting drawn, Why is it happening?...
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libgdx - Trying to load ttf font using asset manager

I tried to load a ttf font using an AssetManager like this: ...
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2 votes
2 answers
1k 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 ...
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1 answer
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Is reusing BitmapFonts possible in GDX?

I'm loading multiple labels (100+) with different font types (max 10), but they have different sizes. As I read the code and did the research, it's not possible to 'reuse' the font. For instance, I ...
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