TTF Text - Easy creation of 3d text meshes inside Unity

Hi all,

We’d like to present TTF Text package which allows you to easily create real 3d text meshes inside the Unity Editor.
Text meshes may be produced from any vectorial fonts installed on your system.
The mesh generation can be parameterized in many ways : extrusion, bevel, texture mappings, text justification, paragraph layouts. Fonts may be emboldened, slanted and simplified.

TTFText supports all major vectorial font formats such as TrueType, OpenType and Type 1 and has also been successfully tested with asiatic languages.
By embedding fonts in your application, you will be able to dynamically create new 3d texts during runtime on all platforms.

Main Features

  • Works with Unity 3d Free and Pro on all platforms
  • Support for all major vectorial fonts format : True Type, Type 1, OTF
  • Non-occidental / Asiatic Fonts are supported
  • Can embolden and slant your text freely
  • Run fast ! Mesh can be dynamically generated during playtime without large impact on the framerate
  • Mega-fiers compatibility
  • Paragraph layouts customization
  • Variety of extrusion, Bevel and UV map modes provided out-of-the-box
  • Can create different gameobjects for each line, word or character, thus allowing creation of custom effects
  • Creative coders have access to source code for text mesh generation and can tweak it to their own needs if necessary

TTF Text is now available for download at the Unity Asset Store as two packages :

  • TTF Text : The full version, which allows to create paragraphs, text animations and dynamic texts during runtime. It is well integrated with others extensions such as mega-fiers and includes plenty of other nice features. This version will continue to evolve and, within the next months, you should see more features added to it
  • TTF Text Lite: This is the free version. It allows you to create static text mesh from any fonts installed in your system and may be used for creating simple 3d text meshes you may require in your game. It is currently limited in features as we rely on your support to be able to build a really good text module for Unity.

Screenshots

More information, screenshots and demos can be found at http://unityttf.computerdreams.org/

More on this video :

Also the version 1.1 is out. With the new deluxe version at 30$, enjoy !

im getting a bunch of crashes on Mountain Lion. Sent you an email to the email that you have listed on your website. Please get back to me, I bought your deluxe version thanks.

Looks cool want to get it going.

  1. Is it possible to get TTfMesh Gameobjects at runtime using the Lite version or do we need to buy the pro version? I want to be able to do an AddComponent() to my gameobject.

same question

Hi, some of the demo have errors, can u fix them?

Hi,
I have TTF Text ver.1.1. I used it to dynamically generate text objects (also used with megafiers for effects). When I change the text runtime, its not generating the mesh in only Windows Standalone (Win32) mode. It’s ok with Webplayer and Mac Standalone.

I tried with your sample, Web1. Its working for WebPlayer and Mac standalone but WINDOWS STANDALONE is not working

(NOTE: Not working means, Text mesh is not getting generated)

Can you look into the matter and elaborate if it’s a bug or what?

I have the same problem, for me it seems to loose the font which is why it can’t generate the mesh, unfortunately it seems the devs doesn’t read the forum nor reply to emails at the current moment.

This is the error message I get att start

and also this below when trying to rebuild.

I managed to fix this, you need a font store and make sure “somehow” that your styles actually uses it, they should be clients and the font needs to be embedded in the font store, it didn’t always work though.

You also need to place the freetype248.dll file next to your exe-file.

can we make a text wrap around the rectangle in 2D? Just like the adobe in design or ibook.

rahuxx

can you please explain how you make the currentstyle use the font store in the scene?
haven’t found anything.

i am creating ttfs at runtime.

i have a system font “Font (Normal)” which works for win standalone and in editor.
however there are 3 more fonts within the Font (Normal) “Font (Extended)”, “Font (Extended Bold)”, “Font (Bold)”.

those 3 work in the editor too, but in the build version it says that the fonts cannot be found.

any other solutions than creating a font store?

using win7 64 bit unity 4.0.1 f2

I haven’t done any testing with the latest version and I’ve left ttf text behind, due to the lack of support (they don’t answer on mail or forums) and from a coders standpoint it was quite difficult to work with.

I’m trying out TTF Lite but it seems to kill the build process (for iOS). Am I missing something?

ArgumentException: The Assembly UnityEditor is referenced by ttftext_lite. But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[ ] allAssemblyPaths, System.String[ ] foldersToSearch, System.Collections.Generic.Dictionary2 cache)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1 alreadyFoundAssemblies, System.String[ ] allAssemblyPaths, System.String[ ] foldersToSearch, System.Collections.Generic.Dictionary2 cache)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[ ] paths, System.String[ ] foldersToSearch)
UnityEditor.HostView:OnGUI()

Hey guys,

After much trial and tribulation, I finally figured out the problem. ( for me at least )

The guy who wrote this code forgot to export his libraries for build… sooooo if you manually place them in the right spots, it all works!

For Windows :

Place freetype248.dll next to (“The build name”).exe

For Mac:

Place libfreetype248 and libglu32.dll next to (“The build name”).app

It would appear that for dynamic text, it still breaks because OSX no longer has X11:

Apple Removes X11 in OS X Mountain Lion, Shifts Support to Open Source XQuartz

Have you found a good alternative that is well supported?