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[Released] GlyphMeshZ: 3D text mesh generator

Discussion in 'Assets and Asset Store' started by fumobox, Apr 1, 2020.

  1. fumobox

    fumobox

    Joined:
    Oct 19, 2014
    Posts:
    8
    key_image.png

    GlyphMeshZ
    is a Unity plugin for displaying 3D text. You can load various fonts and generate 3D text meshes. There are two methods: generating from the editor window and generating at runtime. Supported font formats are ttf and otf. It is also possible to generate meshes from C# code.

    Asset Store Page

    User Guide (English)

    User Guide (Japanese)

    Font Checklist (Available Fonts)

    WebGL Demo

    Unity Version
    • Unity2018.4 or later

    Script Runtime Version
    • .Net 4.x Equivalent

    Supported Platforms
    • Windows
    • Mac
    • Android
    • iOS
    • WebGL

    Note
    • ttc fonts are not supported.
    • Bitmap fonts are not supported.

    Features

    • Supports various fonts (ttf and otf)
    • Supports multibyte characters (Chinese, Korean, Japanese)
    • Pure C# code (easy to customize)
     
    Last edited: Apr 2, 2020
    PutridEx and Lex4art like this.
  2. fumobox

    fumobox

    Joined:
    Oct 19, 2014
    Posts:
    8
    2020-09-02.png

    GlyphMeshZ v1.1 has been released.

    Features
    • Added a bevel option
    • Added a pre-generate mesh function to GlyphMeshText

    Fix
    • Changed a material assign method
    • Fix a gizmo offset
     
  3. ToxMox

    ToxMox

    Joined:
    Jul 23, 2020
    Posts:
    25
    Hi there,

    I need to be able to generate Font Assets during runtime so the user can make 3D text from any of their system fonts.

    For example:
    I would have the user see a dialog where they can select a local TTF or OTF file on the system (This is a standalone Windows only app) as well as the other properties/variables that the Font Asset needs and then generate the FontAsset.

    Is this feasible? Would I make procedural asset bundles or something else?

    Any guidance or thoughts here would be great!

    Thanks :)
     
  4. fumobox

    fumobox

    Joined:
    Oct 19, 2014
    Posts:
    8
    I'm sorry to reply late.

    GlyphMeshZ doesn't provide the function such as a runtime asset generation. But this asset is written by pure C# code. So you may easily create the own function.

    I just released a font loader under an open source license.

    https://github.com/fumobox/FontLoaderZ

    I hope this helps :)
     
  5. fumobox

    fumobox

    Joined:
    Oct 19, 2014
    Posts:
    8
    GlyphMeshZ v1.2 has been released.

    Fix

    - Improve a font loading performance
    - Add a normal smooth option in GlyphMeshGeneratorWindow

    The font loading function of GlyphMeshZ is now open source.
    https://github.com/fumobox/FontLoaderZ
     
    Lex4art likes this.
  6. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Some kind live feedback/features request:
    1)When localizing game I've run into kind of limitation - in default Unity's TextMeshPro there is a an option to search for missing glyph in fallback fonts if they're set (video). If it's possible/worth the effort - please, add this option to the GlyphMeshZ, this will help to keep unicode support range unified between those two fonts subsystems & fully use dynamic text generation possibilities.

    2)When large meshes generated in GlypthMeshZ it will be good to have an option to control mesh density, large meshes have same polygon budget as a small ones and the larger the generated text than more low poly it looks:
    Buildmark v2021.1g _ 15-03-2021 23.jpg Buildmark v2021.1g _ 15-03-2021 24.jpg

    Bugreport - after "Pre Generate Mesh" button is used every other changes in mesh generation parameters are completely ignored when "Clean up" -> "Pre Generate Mesh" is used again.
    Bugreport - parameters ignored when re-generating text.png
    Current workaround is to change settings, copy component settings, delete component and add new one again, paste component settings and hit "Clean up" -> "Pre Generate Mesh".
     
    Last edited: Mar 23, 2021
    fumobox likes this.
  7. fumobox

    fumobox

    Joined:
    Oct 19, 2014
    Posts:
    8
    GlyphMeshZ v1.3.0 has been released.

    Feature

    Font fallback function
    You can add fallback font assets. If a glyph does not exist in the main font, it will search for other fonts.

    upload_2021-3-29_22-11-33.png


    Font resolution slider
    You can select a font resolution.
    upload_2021-3-29_22-23-39.png

    upload_2021-3-29_22-26-2.png

    Fix

    • Pre generate button now works properly.

    @Lex4art Thanks for your proposal.
     
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  8. Lex4art

    Lex4art

    Joined:
    Nov 17, 2012
    Posts:
    445
    Awesome! Thanks for improvements & fixes ^_^
     
  9. yaodening

    yaodening

    Joined:
    Jul 31, 2015
    Posts:
    2
    I have got a *.otf font file, which can not generate chinese font mesh. (add .txt entension to upload)
    I can not figure out why , hopes reply!
     

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