Hello! I’m localizing my game for multiple languages, everything works fine in the editor, however after building, the other language’s fonts other are missing / the texts are invisible because of this.
In other threads, the so-called solution was to “add fonts for those languages”. That is not a solution. Each font, when building, is around 1mb - so If I have 8 languages suddenly the build is way too big and won’t open in the browser due to memory issues. I’ve used unity Unity 2020.1.17f1, and updated the project to 2020.3.25f1 but still same thing…
please help! thanks in advance.
What kind of fonts are these? Truetype or bitmap? I’m guessing these are (converted to) bitmap fonts simply because of the size. Perhaps compressing or reducing the font atlas size is possible.
Why do you use a separate font for each language? This isn’t strictly necessary if you choose a font that covers a wide range of characters and may allow for more efficient packing of the font in the atlas texture. However, if we’re talking the full range of cyrillic, arabic, asian language characters you have to expect the texture atlas for a bitmap font to be rather huge. If at all possible I’d advise to use truetype fonts over bitmap fonts since that will generally save a lot of memory at the cost of lower rendering speed.
Also, there are often “simplified” versions with a reduced alphabet set for these languages. Ie “simplified chinese” where it doesn’t use tens of thousands of characters. In case you’re attempting to use the full range.
Btw, does it work in a desktop build? If not, then there’s something generally wrong with your use of fonts.
Hi CodeSmile!
I use TTF fonts, however if I include just japanese+korean, those fonts alone are around 2mb each for the smallest one I could find - if I include 10+ languages, this goes up very quickly, even if some languages are smaller.
One would think so - however while everything works in the editor/on mobile, in WebGL when built, the font is missing
This is a very critical issue, since WebGL builds don’t seem to load if they are larger than around 30mb, and it’s weird that 5-10mb of that should be fonts
does anyone know if this has been fixed in later versions of unity?