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Question by Zooow · May 26, 2017 at 09:49 AM · ioslocalizationfontschinese

How can i avoid to embed a Chinese font in my iOS Game App ?

I have text in chinese in my game app but i don't want to embed a chinese font in the data. Chinese font weight too much. How can i avoid to embed a full chinese font?

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avatar image _dns_ · May 26, 2017 at 02:42 PM 0
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Hi Stephan! In the good old days, when ram/vram space was often a bigger issue than it is today, and when the fonts were bitmap font = a sprite sheet with all characters in it, we had to select and include in the game only the font characters we were using. I.e., for a Japanese game, we were parsing all characters/kanji the game was using, and creating a texture sheet containing only those characters. Doing so, ins$$anonymous$$d of including thousands of symbols, we could reduce the number to less than, say, 500. Fun fact is that when we asked the translation $$anonymous$$m we were working with to reduce the number of symbols under 512 (because of texture size + character encoding on 9 bits to save ram etc...), they were not surprised at all: all games that were done at that time had the same problem and translation $$anonymous$$ms were responsible to reduce the number of symbols while keeping the text/meaning coherent. There were usually font included in console RO$$anonymous$$ (e.g. PS1, PS2), but those were very small and QA rejected them (it would be the equivalent of a 5 or 7 pixel Latin font: readable but not pleasant at all)

So, for your problem, maybe there are tools today that parse some text and modify a ttf font by removing extra characters ? There are some open source Font tools so maybe those have those trim functions. If you want to display the player name or other text you can't pre-process this solution won't work though...

EDIT: It seems Unity has a way to generate a font from a list of characters https://phybbit.com/blog/unity-and-chinese-fonts?lang=en

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