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Custom font after build.
I'm making a game that displays Japanese text. I used Arial Unicode as my font. Everything goes smoothly in my computer. However, when I tried the game in other computers, the Japanese characters are blurry. Here is the related code:
void Start () { wordStyle = new GUIStyle(); wordStyle.font = wordFont; wordStyle.normal.textColor = new Color(194/255, 194/255, 194/255); }
...
void OnGUI () { GUI.Label(new Rect(10, 10, 200, 50), "Score: " + GlobalUtilScript.playerScore); GUI.Label(new Rect(10, 30, 200, 50), "Lives: " + playerLives);
if (typeMode == true) {
GUI.Label(new Rect(200, 30, 200, 50), GlobalUtilScript.jStrings[GlobalUtilScript.wordIndex], wordStyle);
}
}
I tried to install the font but the results are the same. May I know if I'm missing something here?
Info Updated:
It seems that even if I apply the font in ordinary texts, the result is the same. Still blurry. It seems that the process of applying the font is the source of the problem and not the Japanese text. Any insights on this? Thank you very much.
Try Text$$anonymous$$esh objects and make specific font maps for them with exactly the characters you need. Which Japanese characters? $$anonymous$$atakana, Hiragana or $$anonymous$$anji?
Info updated. It seems the japanese text is not the problem. Any ideas on how to solve this? Thank you very much.
can you describe the "other computers"? are they webplayers on other computers, if so, which OS and browser? If standalones, what OS differences are there between your workstation and the computers you've tried it on. And maybe graphics card differences and driver differences...
All of them are windows XP same as $$anonymous$$e. I found another computer which displays the correct quality of text and as far as I know, we have the same screen resolution 1280x800. The other computers I tried is a $$anonymous$$SI netbook and a Desktop computer with a widscreen monitor so I guess it's because of the screen resolution. I'm wondering if the custom fonts can be implemented so as not to blur with higher resolutions.
I found another laptop that displays the kanji correctly with any screen resolution. Hmm now I'm really confused. Other than all three computers were laptops, I can't think of any other similarities.
Answer by Ashkan_gc · Mar 07, 2011 at 04:25 PM
there are different possibilities. maybe the anti aliasing setting is not supported in GPU of the other computer and maybe the font texture's size is bigger than the supported texture size of the other computer.
Answer by dissidently · Mar 07, 2011 at 04:30 PM
The answer you don't want.
For Japanese and all complex languages in a UI or GUI you NEED Scaleform to get a great result.
Unity's GUI and font handling is atrocious. It's from the dark ages of the demoscene and early game making. There's a thread on the "features wanted" thread that indicates they're working on it. But ZERO indication of what they're working on, when it will be out or what it may or may not do.
Autodesk recently bought Scaleform, and for reasons not obvious, there's some sort of friendship between Autodesk and Unity3D at middle management level. But this is also non-transparent.
Which means your correct choice of engine is UDK.
Scaleform is not yet implemented on iOS UDK, only PC, Xbox and PS3.
However the rumours are it's coming to iOS UDK sooner than later, that they're implementing the full spec list of AS3 via Scaleform 4.0+. Dreamy stuff. And UDK is more fun to play with, if a little daunting at first.
UDK particles are worth the switch alone. UDK Kismet is the most wonderful thing in game engines.
I'm doing a Japanese and Chinese learning game in UDK simply because of Scaleform, but have stalled the development waiting for iOS Scaleform. So for now, I'm back here... making a prototype of another idea I've got.
Unity is great for prototyping. Less so for anything serious.