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Gigantic TextMeshPro custom font - van I stream IT somehow? (Ram usage)

Discussion in 'UGUI & TextMesh Pro' started by Nirvan, Jul 12, 2017.

  1. Nirvan

    Nirvan

    Joined:
    Nov 16, 2013
    Posts:
    134
    Hi, we using text mesh pro in MMO game and we needed font with almost all alphabets and we got this but final texture is taking about 300mb in ram memory.
    The biggest alphabets was from Asia.

    Is there an option to reduce this size on ram memory? I think texture like this should be streamed.
     
  2. Stephan_B

    Stephan_B

    Joined:
    Feb 26, 2017
    Posts:
    6,596
    The best option would be to split this up into multiple font assets and to only assign / load some of the needed fallbacks based on language selection by users.

    For instance, your main primary font asset could contain just the extended ASCII with a few fallbacks for Cyrillic and other Latin based languages including one fallback that include just the Asia characters to display menu items to allow them to switch to different languages. Then you would create a primary font asset for Chinese with its own fallback, Japanese with its own fallback and Korean with its own fallback. Depending on the language selected, you would assign the Latin set, Chinese, Japanese or Korean sets. The Asia sets should also contain the Latin characters to display language selection menus for Latin and Cyrillic.