# Unity Unicode TrueType fonts

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Hi again, first of all thanks for the wisdom provided earlier when I asked about game localization in all its wonderful generality. Here's the link: http://www.gamedev.net/community/forums/topic.asp?topic_id=357835 Well, this post is a bit of follow up to that (I didn't want to reanimate a long dead thread :P) This time the question is a bit more specific: From where should I get unicode truetype fonts? I can't seem to find them anywhere... True, there's a lot of GPL'ed ones (generally provided for Linux or other simular OS'es), but I don't want to bind myself to that license at present point, so I can't use them. Then there's a lot of shareware-like licenses... That's also a no-go. Then there's some which claim to be "free", but still have all kinds of crazy restrictions I can't live with. As I see it, I only have two possibilities if I want to use unicode fonts in my game (in which I can't afford to use money on): - There's some public domain (-like) unicode fonts out there I haven't found yet. Does anyone know of such? It would be very nice :) - Alternatively I could just use the fonts provided by the system, and live with the fact that text doesn't necesarily will look exactly the same on all platforms. Is multilangual unicode fonts a standard feature on all modern OS's? (I'm talking Linux, Windows, MacOS X, etc here). If so, is it a bad idea to use them? Okay, I guess one can assume that, for instance, if a guy who wants to run my game in vietnamese, then he'll probably have some fonts for that on his computer. But I can assume them to be truetype? Well, thank-you in advance :) Cheers, Rasmus Neckelmann

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This page may be a good starting point for some of your questions.

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What exactly do you mean by "unicode truetype font"? Are you looking for a font that supports every single unicode codepoint?

Most apps that do heavy duty text lifting using some sort of font linking. Basically they have one font for western european, another for Japanese, another for Thai, etc, etc, and make them appear to the user as if they were all a single font.

Windows will do this for you, particularly if you have Uniscribe installed. I don't know about this level of detail on Linux or MacOS.

Whether or not you want to use the system fonts depends on what you're using them for. For most sorts of applications (including inside games) the user will probably be more comfortable if they see a font they are familiar with so that means using system fonts. For more specialized parts of the UI you might want a custom font.

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Quote:
 Original post by SiCrane This page may be a good starting point for some of your questions.

Most of these fonts are just Microsoft fonts, and I don't think I'm allowed to redistribute them in any other way then they're packaged know. There's also a couple of shareware fonts, but, well, yeah :)

Quote:
 Original post by Anon MikeWhat exactly do you mean by "unicode truetype font"? Are you looking for a font that supports every single unicode codepoint?

I know that there's no fonts that support all of the unicode standard (at least not to my knowledge), I would just prefer a font which as much support as possible - maybe I should have made that clearer in the first post :)

Quote:
 Most apps that do heavy duty text lifting using some sort of font linking. Basically they have one font for western european, another for Japanese, another for Thai, etc, etc, and make them appear to the user as if they were all a single font.

Hmm, good idea. If I design the font system in a clever way, I can simply avoid thinking about exotic character code pages now, and postpone the troubles to later :)

Quote:
 Whether or not you want to use the system fonts depends on what you're using them for. For most sorts of applications (including inside games) the user will probably be more comfortable if they see a font they are familiar with so that means using system fonts. For more specialized parts of the UI you might want a custom font.

Yup.

Conclusion: Make a nice font/locale system where other fonts can be plugged in, just as easily as other languages - and it shouldn't care whether the fonts are coming from the game distribution or the system. The last part will require a bit of (evil) platform specific code, but I'll try to live with that.

Code2000 contains most of the glyphs in the BMP (some 60,000-odd). It's shareware, but the registration fee is only $5, and that gives you life-time access to it. I don't know how the author would feel about distributing the font with a game though, you'd have to email him. Also, Code2000 isn't the greatest-looking font as small sizes... #### Share this post ##### Link to post ##### Share on other sites ## Create an account or sign in to comment You need to be a member in order to leave a comment ## Create an account Sign up for a new account in our community. It's easy! Register a new account ## Sign in Already have an account? Sign in here. Sign In Now • ### Forum Statistics • Total Topics 628282 • Total Posts 2981820 • ### Similar Content • Who We Are We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! We're a team of artists, animators, programmers, level designers, writers, composers, producers, and other creative minds. We want to make games that you, the modern gamer want to play! We hope to build a community that enjoys our games as much as we love creating them. With your feedback and support we will be able to achieve that. About the Game GAME NAME is a fun, action-packed army builder with unique characters, challenges and engaging levels. Set forth on an adventure to protect friends, family and countrymen from new adversaries. Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world. Previous Work by Team Although we are working towards our first game as a team, our team members themselves have past experience in the industry. This includes members who have worked on titles including: Final Fantasy Kingsglaive, FIFA, Xcom 2 and Civilization. Who are we looking for? 3D Modellers Concept Artists Marketing Specialists Level Designer What do we expect? Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques What can we offer? Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry. Contact If you are interested in knowing more or joining. Please email or PM us on Skype. Myself or Colin will reply to you within 48 hours. E-mail: Recruitment@ForgedInteractive.com Skype: ForgedInteractive Regards, David and Colin Follow us on: Facebook: https://www.facebook.com/ForgedInteractive/ Twitter: @ForgedInteract Youtube: https://www.youtube.com/channel/UCpK..._as=subscriber Reddit: https://www.reddit.com/user/Forged_Interactive/ • By Eck I just saw their courses were knocked down to$10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well.
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• By zizulot
first and only logo , for now

• I am working on a game in which we control a rectangular box at the bottom of the screen. Three sphere which has alphabets in it fall down. When the game starts, a word is generated from the predefined list of words(which I'll give) and we are supposed to touch the correct sphere having the alphabet based on that word. The question is how to detect if I have touched the correct sphere.
secondly, if I have touched a correct sphere before and there is no recurrence of that alphabet in that word then during the second wave the game should not proceed if I touch the same alphabet again.
Looking forward to your answers, i have to submit this project in a couple of days. please help! (Working on Unity 3D)
Thanks

• Hey guys,   As the title says, I'm trying to control a desktop game by using my mobile phone as a controller.  I created two scenes, one that acts as a server, other as a client.    Server has this code: void Start () {         Test = "Nothing yet happened";         NetworkServer.Listen(25000);         NetworkServer.RegisterHandler(888, ServerReceiveMessage);     }         private void ServerReceiveMessage(NetworkMessage message)     {                 StringMessage msg = new StringMessage();         msg.value = message.ReadMessage<StringMessage>().value;         if (!String.IsNullOrEmpty(msg.value))         {             Test = "Message received";             string[] deltas = msg.value.Split('|');             Horizontal = Convert.ToSingle(deltas[0]);             Vertical = Convert.ToSingle(deltas[1]);             TestScript.MoveForward(Vertical);             TestScript.RotateAroundY(Horizontal);         }         else         {             Test = "Nothing received";         }     }
And client this:  private void Connect()     {              client.Connect(IPAddress, 25000);           }     void Start () {         client = new NetworkClient();         Connect();            }         void Update () {    #if UNITY_ANDROID         MobileTouches = Input.touches;         if (MobileTouches.Length > 0)         {             for (int i = 0; i < MobileTouches.Length; i++)             {                 if (MobileTouches[i].phase == TouchPhase.Moved)                 {                     Horizontal = MobileTouches[i].deltaPosition.x;                     Vertical = MobileTouches[i].deltaPosition.y;                 }else if(MobileTouches[i].phase == TouchPhase.Stationary)                 {                     Connect();                                  }             }         } #elif UNITY_EDITOR               Horizontal = Input.GetAxis("Horizontal");         Vertical = Input.GetAxis("Vertical"); #endif         thumb.Translate(Vector3.up * Vertical * Time.deltaTime);         thumb.Translate(Vector3.right * Horizontal * Time.deltaTime);         SendControllerInfo();     }     static public void SendControllerInfo()     {         if (client.isConnected)         {             StringMessage msg = new StringMessage();             msg.value = Horizontal + "|" + Vertical;             client.Send(888, msg);         }     }
Ip address is hard coded, I just replaced it with the "IpAddress" variable. The code itself builds fine, and when I try to run in on a desktop computer, it works as expected (just a simple movement of an object on the server screen). However when I try to publish the client scene to a mobile device (Android), it doesn't connect to the server. They are both connected to the same network. Can anyone tell me what the problem might be?   Thanks

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