Hey,
how can I use other fonts in TextMesh Pro? I got a font from google fonts, but how can I use it? (file ending is .ttf if its useful)
Thanks!
Hey,
how can I use other fonts in TextMesh Pro? I got a font from google fonts, but how can I use it? (file ending is .ttf if its useful)
Thanks!
On the Unity Menu, go to Window → TexMesh Pro → Font Asset creator, and select the font you want to convert.
Yes, it worked! Thanks <3
I strongly suggest you take the time to watch the following videos which cover the important topic of Font Asset Creation as well as Working with Material Presets.
There are also lots of additional videos covering almost every aspect of working with TextMesh Pro.
thank you so much very helpful brother
shortcut For Generating a a normal font to textmeshpro font is
-select that font
-and press control + shift + F12
just suggesting ![]()
Thx
Step 01: Download Font
-----------------------------------
open the link https://fonts.google.com/ . Click right on corner Browse fonts click. and type the font in search box.
Font List
from Package manager. After copy the font file NotoSans-Regular.ttf and paste to this directory. [Ex. Asset > TextMesh Pro > Resources > Fonts & Materials > paste NotoSans-Regular.ttf file]
Step 04: Add Other font SDF in to your primary or existing font SDF.
----------------------------------------------------------------------------------------------------------
Select primary font SDF and show the inspector go to Fallback Font Assets. Added the NotoSans-Regular SDF in to Fallback list. [Multiple fonts added in to primary font SDF]
Thanks!
You can also select a font that you have imported in the Editor and then use context menu Create - TextMeshPro - Font Asset.
See the following videos if you have not already done so as they contain lots of valuable information about font asset creating / fallback / etc.
Funciona, muchĂsimas gracias
thank you ![]()
it’s 2022 and this still helped me =) Thank you
Thanks!
wow dude thanks
For best results, in terms of speed and quality, use SDF16, and ratios of text size to padding that are squares, with odd numbered paddings.
So 1/8th, 1/16th, 1/32nd or 1/4 for big blooms, but with odd values for the padding, so you get the benefit of an intrinsic “anti-aliasing”.
ergo:
88 sized text, padding of 11 gives you an 1//8th relationship between text and padding, and an odd numbered amount of padding, so less moire effects in the gradient - and for most full usages of a character set this will easily fit in a 1024x1024 texture.
Thank you so much, it helped me today ![]()