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Question by chillypacman · Nov 19, 2014 at 01:30 PM · uitextfontunicode

Using device system fonts for text rendering?

Is it possible to use the devices own system fonts to render text? This would be especially useful for asian characters and could help avoid needing to export a bulky font file which will blow up the download size just to have those asian characters rendering.

The default 'arial' font does not show asian characters, importing a font which can render asian texts balloons up the download size by around 4 megabytes (which is significant when trying to make a small downloadable game).

Strange thing is the asian characters render in the editor but not on Android.

Android has system fonts already on the device, surely there's a way to leverage them?

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avatar image meat5000 ♦ · Nov 19, 2014 at 01:45 PM 0
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4 megs? Fonts are usually just a few kb, surely.

I've found on Android, I can only make a font work if I actually include the .ttf in my project. It seems Unity doesn't automatically check paths for pre-installed fonts.

avatar image infosekr · Jun 08, 2015 at 09:40 PM 0
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I was looking for a good $$anonymous$$orean font, Google's Noto is around 15$$anonymous$$B, which lead me to this discussion. Has anyone made progress on using the built in system font?

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