Fonts, build size, rendering and performance.
Build size depends on platform, architectures, stripping and compression. Glyph atlases are generated at runtime. Font assets carry their own payload; original .ttf and .otf files are Editor-only references. Native players read a disk cache, while WebGL embeds the data.
Font assets carry their own payload; original .ttf and .otf files are Editor-only references. Native players read a disk cache, while WebGL embeds the data.
No. The font tool can create a UniTextFont asset from a file anywhere on disk.
Build size depends on platform, architectures, stripping and compression. Glyph atlases are generated at runtime.
System fonts provide automatic coverage for every language. Custom font files are optional on desktop and mobile; WebGL uses assigned fonts.
System fonts provide automatic coverage for every language. Custom font files are optional on desktop and mobile; WebGL uses assigned fonts.
Large font files are read from disk on demand without a full managed copy in memory. Unused font assets stay compressed. WebGL and embedded Editor assets use in-memory font data. File-backed fonts use memory mapping.
Crisp pixels, automatic grid detection and pixel-aligned effects and animation. Vector pixel fonts and bitmap-only fonts share the same style system. Whole multiples of Pixel Grid render pixel-exact. Snap To Pixel Grid also aligns effects and animation; disabling it permits subpixel motion.
New glyphs require rasterization and upload. Cached glyphs are reused until invalidated or evicted.
New glyphs require rasterization and upload. Cached glyphs are reused until invalidated or evicted.
Discord is the main channel for questions, help and discussion. Bug reports and feature requests go to the public issue tracker.