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Question by cowlinator · Oct 18, 2016 at 12:26 AM · webglassetbundlefontfontschinese

How to prevent large font from increasing build size and load time of WebGL by 100%

I'm trying to localize my WebGL game. I need to use a font that covers most/all languages (including Chinese). I cannot use the user's local system fonts, as that is not supported in Unity-WebGL. Currently I'm including "DroidSansFallback.tff" in the build, which has a huge filesize of 2.9MB (The smallest font I could find which covers the Unicode Basic Multilingual Plane). The font doubles the size of my build, and has a huge load-time impact for my game on some browsers.

I need to solve this problem.

I've considered downloading the font externally and in parallel with the Unity build, to help speed up the process. But unfortunately, I can't put a ".tff" file in an asset bundle ("Unrecognized assets cannot be included"). I can get the font directly using WWW, but I can't find a way to turn a byte array representing a font into a UnityEngine.Font object.

How can I prevent a large font from increasing the build size and load time of by WebGL game by 100%?

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