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Pan-language font in WebGL increases build size and load time by 100%

Discussion in 'Web' started by cowlinator, Oct 18, 2016.

  1. cowlinator

    cowlinator

    Joined:
    Mar 15, 2012
    Posts:
    69
    I'm trying to localize my WebGL game. I need to use a font that covers most/all languages (including Chinese). I cannot use the user's local system fonts, as that is not supported in Unity-WebGL.
    Currently I'm including "DroidSansFallback.tff" in the build, which has a huge filesize of 2.9MB (The smallest font I could find which covers the Unicode Basic Multilingual Plane).
    The font doubles the size of my build, and has a huge load-time impact for my game on some browsers.

    I need to solve this problem.

    I've considered downloading the font externally and in parallel with the Unity build, to help speed up the process.
    But unfortunately, I can't put a ".tff" file in an asset bundle ("Unrecognized assets cannot be included").
    I can get the font directly using WWW, but I can't find a way to turn a byte array representing a font into a UnityEngine.Font object.

    If anybody has experienced this issue, or has any advice or tips, it would me much appreciated!
     
  2. davebuchhofer

    davebuchhofer

    Joined:
    Nov 9, 2007
    Posts:
    126
    I'm running into the same problem here trying to localize a webgl build, does anyone have advice?
     
  3. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    I'd be interested in this too, anyone find a way to at least keep the font resource outside of Unity, adding fonts to the English version massively increasing the file size to support other languages seems like a very poor option.