Font

It can handle four bitmap fonts as one of the font texture.

When you convert these four bitmaps, it uses the A channel of the bitmap file. Four A channels are mapped to each channel(R,G,B,A) of a single texture.

If the number of bitmap exceeds 4, it can’t be handled as a single font data.

Created as a resource data

Make a FontResource folder under the “Assets/KsSoft/” folder.

You put the text file and bitmap files that are named with FiveCC under the folder.

If you want to create a font named “cfn20”, you need to prepare the files such as follows.And you place these in this location.

  • cfn20.fnt

  • cfn20_0.png

  • cfn20_1.png

  • cfn20_2.png

  • cfn20_3.png

You highlight the “cfn20.txt”, and choose the [Right-click]→[Export]. Files such as the following are generated under the “Resources” folder.

  • cfn20.font

  • cfn20.tex

By these steps,your application can use the “cfn20” as a font data.

_images/FontResource.png

Created as an asset bundle data

Make a Fonts folder under the “Assets/KsSoft/” folder.

You put the text file and bitmap files that are named with FiveCC under the folder.

If you want to create a font named “fn16”, you need to prepare the files such as follows. And you place these in this location.

  • 000_001_00000/fn16/fn16.fnt

  • 000_001_00000/fn16/fn16_0.png

  • 000_001_00000/fn16/fn16_1.png

  • 000_001_00000/fn16/fn16_2.png

  • 000_001_00000/fn16/fn16_3.png

Also, when you want to use multiple fonts, put the number required by the same procedure.

If you are ready, run the [Tools]->[KsSoft]->[Export Fonts].

The following asset bundles are generated.

assetbundles/Windows/000_001_00000.unity3d

Within this asset bundles are stored all font data required.

_images/Fonts.png

Note

When you want to change the default value, please reference here .

Multilingual

Depending on the language your app is using, you can swap bitmap fonts.

The default bitmap fonts load from 000_001_00000.unity3d.

Depending on the locale at startup, the corresponding 000 _ 001 _ XXXXX.unity3d, if present, is preferentially read.

The locale and asset bundle IDs are mapped as follows:.

Asset bundle ID of the bitmap fonts

000_001_00000

Default

000_001_00001

AR

Arabic

000_001_00002

EU

Basque

000_001_00003

BE

Belarusian

000_001_00004

BG

Bulgarian

000_001_00005

CA

Catalan

000_001_00006

ZH

Chinese

000_001_00007

CS

Czech

000_001_00008

DA

Danish

000_001_00009

NL

Dutch

000_001_00010

EN

English

000_001_00011

ET

Estonian

000_001_00013

FI

Finnish

000_001_00014

FR

French

000_001_00015

DE

German

000_001_00016

EL

Greek

000_001_00017

HE

Hebrew

000_001_00018

HU

Hungarian

000_001_00019

IS

Icelandic

000_001_00020

ID

Indonesian

000_001_00021

IT

Italian

000_001_00022

JA

Japanese

000_001_00023

KO

Korean

000_001_00024

LV

Latvian

000_001_00025

LT

Lithuanian

000_001_00026

NO

Norwegian

000_001_00027

PL

Polish

000_001_00028

PT

Portuguese

000_001_00029

RO

Romanian

000_001_00030

RU

Russian

000_001_00031

HR

SerboCroatian

000_001_00033

SL

Slovenian

000_001_00034

ES

Spanish

000_001_00035

SV

Swedish

000_001_00036

TH

Thai

000_001_00037

TR

Turkish

000_001_00038

UK

Ukrainian

000_001_00039

VE

Vietnamese

000_001_00040

ZS

ChineseSimplified

000_001_00041

ZT

ChineseTraditional

000_001_00100

AF

Afrikaans

The font data generating method of BMFont

Introduce a method of making bitmap fonts by the BMFont(Bitmap Font Generator).

Creating a bitmap font

Font Settings

First, select the font you want to use. Select the [Options]→[Font Settings] from the menu.

Then select the font type and font size.

Put a check in the [Match char height].

Put 100 to [Hieght%].

_images/FontSetting.png

Export Options

Next, to set the Export. Select the [Options] → [Export Options] from the menu.

You change the value of the part of the following red frame.

_images/FontExportOption.png

Select the character that you want to include

Then you select characters included in the bitmap font.

confirmation

Ensure that you are correctly output along the items set. Select [Options] → [Visualize] from the menu, you can preview.

Make sure that bitmap number is within four.

If the bitmap number is one, almost always it may be possible to reduce the data size. You try to adjust the texture size that the bitmap number may be four.

Output

This configuration is complete.

Select the [Options] → [Save bitmap font as …] from the menu, and then output bitmaps.

You need to save the file using a FiveCC .

Finally, you need to change the “fnt” extension to “fnt”.