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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

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    Apr 22, 2018
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    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!
     
    ptbarnum4, s193577, deadlydog and 5 others like this.
  2. totsboy

    totsboy

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

    greenmoon4

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    Yes, it worked! Thanks <3
     
    madkar3000 likes this.
  4. Stephan_B

    Stephan_B

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    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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    thank you so much very helpful brother
     
    russellnadin likes this.
  6. GoStudios_

    GoStudios_

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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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    Thx
     
    LeftmostAura likes this.
  8. atulvi

    atulvi

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    Oct 28, 2020
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    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
     
  9. gliealonso

    gliealonso

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    Thanks!
     
  10. Stephan_B

    Stephan_B

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    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.



     
    Braza, jiexiangshen and revirth like this.
  11. hamzabelarbi22

    hamzabelarbi22

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    Funciona, muchísimas gracias
     
  12. InspireDev

    InspireDev

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    thank you :D
     
  13. Velketor

    Velketor

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    it's 2022 and this still helped me =) Thank you
     
    Braza and Zeth- like this.
  14. LadasGaming

    LadasGaming

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  15. vankaex

    vankaex

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    wow dude thanks
     
  16. Unifikation

    Unifikation

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    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.
     
    Tyrant117 likes this.