Changing font per language not working

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3 years 3 months ago #4195 by dan
I can't get i2 localization to change the font per language. The main term work and the text is localized but the secondary term does not. The font stays the original font. No idea what is wrong. Any suggestions?

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3 years 3 months ago #4196 by dan
I'm using Unity 2020.2.1 and text mesh pro.

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3 years 2 months ago #4210 by dan
Hello Frank. I still haven't found a solution for this. Any suggestions? Are you sure this feature works?

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3 years 2 months ago #4211 by Frank
Hi,
I just found whats the problem you are facing.
The issue is that I2 Localization only supports changing TextMeshPro fonts assets (not the dynamic font).
I'm going to add support for that right away.

If you create a font asset from those fonts, it will work fine. Said that, I'm going to try adding the support as soon as possible and let you know when its ready.

Hope that helps,
Frank

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Are you :-( Please lets us know how to improve it!
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3 years 2 months ago #4212 by dan
Thanks! I just realized what you mean by dynamic font. I have font assets created with textmeshpro's font asset creator but in the i2 font panel i'm plugging in .ttf fonts. I don't see how to give it a .asset. I think I should be only using .asset fonts.
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3 years 2 months ago #4213 by dan
It's working! :D I didn't realize that there was a text mesh font option. I was using font by mistake which was not working.

Thanks!

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