Font recommendations
10 years 3 months ago #204
by Livealot
Font recommendations was created by Livealot
I don't know anything about fonts in foreign languages but understand how it's important to switch both text and font for some languages.
It's interesting that the editor shows all the various fonts when you hit auto-translate, so I'm guessing those base fonts are already accessible somewhere in Unity???
Otherwise, could you recommend a good starter set of fonts for the major non-latin languages? For example, Chinese, Japanese, Korean, Russian, Hindi, Arabic, etc.
It's interesting that the editor shows all the various fonts when you hit auto-translate, so I'm guessing those base fonts are already accessible somewhere in Unity???
Otherwise, could you recommend a good starter set of fonts for the major non-latin languages? For example, Chinese, Japanese, Korean, Russian, Hindi, Arabic, etc.
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10 years 3 months ago #222
by Livealot
Replied by Livealot on topic Font recommendations
And to further expose my complete noob status regarding font localization, I am amazed to say that all the non-latin languages are displaying great in my game. I just have no idea how since I haven't done anything.
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10 years 3 months ago - 10 years 3 months ago #240
by Frank
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
Replied by Frank on topic Font recommendations
Ohh, I missed this thread.
Lot of fonts include more than just the latin characters. Specially most of the standard fonts like the classical "Arial".
If you use dynamic fonts for rendering your texts, they will add any character you use into the texture atlas. That way you can set Arial as you font and it will correctly display non latin languages like Arabic and most asian languages.
If you downloaded the font from the internet, most sites (e.g. fonts.com) show the entire character range the font supplies. You will be amazed that most of the time, they not just contain characters but also images.
Check this out:
www.charbase.com/
You could even use some of those special characters to avoid having to supply images for arrows, markers, etc. And at the same time, have those images attlased into the font texture.
Nonetheless, if the font you are using doesn't support some specific language, the I2 localization plugin allows switching the font for specific languages.
So you can have regular languages using your custom font (it could even be a bitmap font) and then use the Arial dynamic font for rendering non-latin languages.
Lot of fonts include more than just the latin characters. Specially most of the standard fonts like the classical "Arial".
If you use dynamic fonts for rendering your texts, they will add any character you use into the texture atlas. That way you can set Arial as you font and it will correctly display non latin languages like Arabic and most asian languages.
If you downloaded the font from the internet, most sites (e.g. fonts.com) show the entire character range the font supplies. You will be amazed that most of the time, they not just contain characters but also images.
Check this out:
www.charbase.com/
You could even use some of those special characters to avoid having to supply images for arrows, markers, etc. And at the same time, have those images attlased into the font texture.
Nonetheless, if the font you are using doesn't support some specific language, the I2 localization plugin allows switching the font for specific languages.
So you can have regular languages using your custom font (it could even be a bitmap font) and then use the Arial dynamic font for rendering non-latin languages.
Are you Give I2L 5 stars!
Are you Please lets us know how to improve it!
To get the betas as soon as they are ready,
check this out
Last edit: 10 years 3 months ago by Frank.
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