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Question by CostelloNicho · Mar 20, 2015 at 02:35 PM · licensefonttype

Unity3D Mobile System Fonts | Include Font Data | and Licensing

Working with type for Unity mobile apps:

I'm struggling to figure out how to work with type when developing / publishing a unity mobile app. Here's my thought process, this isn't my question but if it is wrong feel free to make correct my ignorance:

Since I cannot afford the steep prices of mobile app licensing for quality fonts I'm trying to figure out which fonts on the mobile operating systems have the aesthetic I'm looking for. I'll then find free unlicensed versions of those fonts to work with when developing / designing the application ( or just buy desktop versions ). I won't Include this font data with any published builds because this would be illegal.

Here's where my problems arise.

1) When I uncheck 'Include Font Data' and write the appropriate font names in the 'Font Names' section ( that I'm sure are bundled with iOS ):

  • All text in editor becomes the standard unity Arial

  • All text in iOS Builds also become the standard unity Arial

am I doing something wrong here?

2) If this works am I within my legal right to use these fonts that are bundled with the operating system in my apps?

Originally posted: Here

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