Change in-game font to other font asset
Fix chat input bug on IME input
- 00 default: English('$' fixed)
- 01 kr: Korean (Orbit.ttf / DungGuenMo.ttf)
- 02 jp: Japanese (Pretendard.ttf / Best-Ten.otf)
Each font is tried in the order of its name.
- "Hello": in-game(if used) => 00 default
- "한글": in-game(if used) => 00 default => 01 kr
- "日本語": in-game(if used) => 00 default => 01 kr => 02 jp
Create a new project with Unity 2022.3.9
Open Window > TextMeshPro > Font Asset Creator
Import TMP Essentials
Add ttf font file that want to be import
Use this font setting
- Sampling Point Size: 10n (Recommend 90 or 80)
- Padding: n (if samapling point size is 80, set 8)
- Render Mode: RASTER
Generate font asset with your language's character set
Save with the name below
- Normal: Default game font
- Transmit: Signal translator's HUD font
Create "Editor" Folder
Create script file, then paste below source in file
// https://docs.unity3d.com/Manual/AssetBundles-Workflow.html
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "Assets/AssetBundles";
if (Directory.Exists(assetBundleDirectory))
{
Directory.Delete(assetBundleDirectory, true);
}
Directory.CreateDirectory(assetBundleDirectory);
BuildPipeline.BuildAssetBundles(assetBundleDirectory,
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows);
}
}
Select Normal.asset, Transmit.asset, add to AssetBundle
Set AssetBundle's name what you want (e.g. "jp", "cn", etc)
Build AssetBundles
Copy AssetBundles file
Browse "fonts" folder of mod folder, then paste AssetBundles file.