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TextMesh Pro Use other fonts in TextMesh Pro?

Discussion in 'UGUI & TextMesh Pro' started by greenmoon4, Apr 22, 2018.

  1. greenmoon4

    greenmoon4

    Joined:
    Apr 22, 2018
    Posts:
    9
    Hey,

    how can I use other fonts in TextMesh Pro? I got a font from google fonts, but how can I use it? (file ending is .ttf if its useful)

    Thanks!
     
  2. totsboy

    totsboy

    Joined:
    Jul 12, 2013
    Posts:
    253
    On the Unity Menu, go to Window -> TexMesh Pro -> Font Asset creator, and select the font you want to convert.
     
  3. greenmoon4

    greenmoon4

    Joined:
    Apr 22, 2018
    Posts:
    9
    Yes, it worked! Thanks <3
     
    madkar3000 likes this.
  4. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    6,581
    I strongly suggest you take the time to watch the following videos which cover the important topic of Font Asset Creation as well as Working with Material Presets.

    There are also lots of additional videos covering almost every aspect of working with TextMesh Pro.
     
  5. SFDEV

    SFDEV

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    Oct 28, 2020
    Posts:
    1
    thank you so much very helpful brother
     
  6. GoStudios_

    GoStudios_

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    Dec 4, 2020
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    shortcut For Generating a a normal font to textmeshpro font is

    -select that font
    -and press control + shift + F12

    just suggesting :)
     
  7. albandaryhammamy

    albandaryhammamy

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    Feb 8, 2021
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    1
    Thx
     
    LeftmostAura likes this.
  8. atulvi

    atulvi

    Joined:
    Oct 28, 2020
    Posts:
    35
    Step 01: Download Font
    -----------------------------------

    open the link https://fonts.google.com/ . Click right on corner Browse fonts click. and type the font in search box.
    Font List
    1. Noto Sans [find On Google fonts]
    2. Roboto [find On Google fonts] 3)
    3. Code2000 [But it's not open source.]
    4. Futura
    5. Arial
    Download Family for your favorite font.

    Step 02: Install TextMeshPro plugin
    -----------------------------------------------------
    from Package manager. After copy the font file NotoSans-Regular.ttf and paste to this directory. [Ex. Asset > TextMesh Pro > Resources > Fonts & Materials > paste NotoSans-Regular.ttf file]

    Step 03: Create SDF for font. if any one
    -----------------------------------------------------
    1. **Select NotoSans-Regular.ttf file** and create font asset SDF from menu bar Assets > Create > TextMeshPro > Font Asset OR
    2. Short Cut-> Shift + Ctrl + F12 OR
    3. **Select NotoSans-Regular.ttf file** and click mouse right button and create SDF from Create > TextMeshPro > Font Asset
    1.Currency.png

    Step 04: Add Other font SDF in to your primary or existing font SDF.
    ----------------------------------------------------------------------------------------------------------

    Select primary font SDF and show the inspector go to Fallback Font Assets. Added the NotoSans-Regular SDF in to Fallback list. [Multiple fonts added in to primary font SDF]
    GeneralCurrency.png
     
    wangsitan, tiddybear, revirth and 4 others like this.
  9. gliealonso

    gliealonso

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    Oct 21, 2018
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    109
    Thanks!
     
  10. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    6,581
    You can also select a font that you have imported in the Editor and then use context menu Create - TextMeshPro - Font Asset.

    See the following videos if you have not already done so as they contain lots of valuable information about font asset creating / fallback / etc.



     
    revirth likes this.
  11. hamzabelarbi22

    hamzabelarbi22

    Joined:
    Jan 21, 2022
    Posts:
    1
    Funciona, muchísimas gracias
     
  12. InspireDev

    InspireDev

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    Mar 10, 2022
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    thank you :D
     
  13. Velketor

    Velketor

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    Sep 15, 2007
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    110
    it's 2022 and this still helped me =) Thank you
     
  14. LadasGaming

    LadasGaming

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    Nov 26, 2022
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  15. vankaex

    vankaex

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    Oct 24, 2022
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    wow dude thanks
     
  16. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    100
    For best results, in terms of speed and quality, use SDF16, and ratios of text size to padding that are squares, with odd numbered paddings.

    So 1/8th, 1/16th, 1/32nd or 1/4 for big blooms, but with odd values for the padding, so you get the benefit of an intrinsic "anti-aliasing".

    ergo:

    88 sized text, padding of 11 gives you an 1//8th relationship between text and padding, and an odd numbered amount of padding, so less moire effects in the gradient - and for most full usages of a character set this will easily fit in a 1024x1024 texture.