Hope this isn’t a redundant post, but a quick search didn’t turn up a good answer. I recently had to set up a bitmap TTF font in TextMesh Pro. I had to spend a few minutes playing around with it to get it crisp. I’m posting my steps here so I can find them again if I need them later. If I missed steps or someone wants to add corrections or clarifications, please do.
I’ll go through the steps with Public Pixel Font (dafont.com).
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Drop the TTF into your Unity project.
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Determine the bitmap size – in the case of Public Pixel Font, it’s 8 px.
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Set the Font Size to match, and set Rendering Mode to Hinted Raster. No need to change the other settings. Click Apply.
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Right-click on the font and select Create > TextMesh Pro > Font Asset. This will create an SDF file.
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Expand the SDF:
- Inspect the Atlas subasset. Set Wrap Mode to Clamp and Filter Mode to Point:
- Inspect the Atlas Material. Change the shader to TextMeshPro > Bitmap:
- Inspect the SDF and click Update Atlas Texture: