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Kerning on Fonts Are Wrong
Using a font with Unity UI Text we noticed the font's kerning is incorrect (the unique spacing between individual letters). Anybody else experiencing issues like this? Attached a pic showing the proper kerning (on the left) vs Unity's kerning (on the right). Note the space between the capital "W" and the lowercase "o". Any help fixing this would be hugely appreciated. If we can't figure it out, we may not be able to use Unity at all for this project as proper typography for this game is super important. :/
I noticed, I think, the problem going the opposite way. For one font, Unity likes to really jam stuff under it's wide uppercase T's, like it's raining and the T is an umbrella. $$anonymous$$aybe the font itself says to do that, but I doubt it.
It looked to me like Unity simply covers the letter shape with rectangles, then pushes things together like it's arranging furniture. Which looks fine in most cases.
The other funny thing is that when that happens, GUIstyle.CalcSize gives the wrong width (which I think is really the correct width.)
Yeah, I think your theory about how they handle kerning might be correct. $$anonymous$$y screenshot seems to support the theory anyways. It's too bad, because for certain projects kerning is really important. According to one forum post I read, a Unity employee was clai$$anonymous$$g that Unity SHOULD import the kerning table of your font. So maybe it's a bug, or maybe they were just confused.
Anyways we decided to give Text$$anonymous$$eshPro a try, it's a tad expensive to buy two licenses, but for this project, the kerning is REALLY I$$anonymous$$PORTANT. The main reason we bought it was for the feature of importing the kerning table; unfortunately the feature does not work with OS X. We contacted the developer, and it sounds like he is going to try to get a patch out to address the problem, but at this point we have no word on how long that will take. We are very close to giving up on Unity over this issue.
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