GlyphMeshZ is a Unity plugin for displaying 3D text. You can load various fonts and generate 3D text meshes. There are two methods: generating from the editor window and generating at runtime. Supported font formats are ttf and otf. It is also possible to generate meshes from C# code.
I need to be able to generate Font Assets during runtime so the user can make 3D text from any of their system fonts.
For example:
I would have the user see a dialog where they can select a local TTF or OTF file on the system (This is a standalone Windows only app) as well as the other properties/variables that the Font Asset needs and then generate the FontAsset.
Is this feasible? Would I make procedural asset bundles or something else?
GlyphMeshZ doesn’t provide the function such as a runtime asset generation. But this asset is written by pure C# code. So you may easily create the own function.
I just released a font loader under an open source license.
Some kind live feedback/features request:
1)When localizing game I’ve run into kind of limitation - in default Unity’s TextMeshPro there is a an option to search for missing glyph in fallback fonts if they’re set (video). If it’s possible/worth the effort - please, add this option to the GlyphMeshZ, this will help to keep unicode support range unified between those two fonts subsystems & fully use dynamic text generation possibilities.
2)When large meshes generated in GlypthMeshZ it will be good to have an option to control mesh density, large meshes have same polygon budget as a small ones and the larger the generated text than more low poly it looks:
Bugreport - after “Pre Generate Mesh” button is used every other changes in mesh generation parameters are completely ignored when “Clean up” → “Pre Generate Mesh” is used again.
Current workaround is to change settings, copy component settings, delete component and add new one again, paste component settings and hit “Clean up” → “Pre Generate Mesh”.