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Questions and answers

Fonts, build size, rendering and performance.

Build Size & Distribution

What does UniText add to a build?

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.

Are the original font files required in a build?

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.

Must a font file be imported into the project?

No. The font tool can create a UniTextFont asset from a file anywhere on disk.

How much space do the native libraries take?

Build size depends on platform, architectures, stripping and compression. Glyph atlases are generated at runtime.

How does UniText handle large CJK fonts?

System fonts provide automatic coverage for every language. Custom font files are optional on desktop and mobile; WebGL uses assigned fonts. New glyphs require rasterization and upload. Cached glyphs are reused until invalidated or evicted.

Can fonts load from a server?

Font bytes can be downloaded by the project and passed to UniTextFont.CreateFontAsset(byte[]). The package also provides font subsetting and compression tools.

Fonts & System Fonts

How does UniText work without assigned fonts?

System fonts provide automatic coverage for every language. Custom font files are optional on desktop and mobile; WebGL uses assigned fonts.

Are system fonts available on WebGL?

System fonts provide automatic coverage for every language. Custom font files are optional on desktop and mobile; WebGL uses assigned fonts.

Font Memory Mapping

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.

Pixel-perfect fonts

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.

Glyph Atlas — SDF Detail & Tile Size

What do SDF Detail and Tile Size Offset control?

Both affect glyph resolution in the runtime atlas. SDF Detail adjusts the contour-complexity estimate. Tile Size Offset shifts the chosen size within the 64, 128 and 256 pixel tiers.

How does glyph resolution affect performance?

The final tile size determines rasterization, upload and atlas memory cost. Different settings that select the same tile size have the same tile cost.

Runtime Performance

When are glyphs rasterized?

New glyphs require rasterization and upload. Cached glyphs are reused until invalidated or evicted.

What costs time when new text appears?

New glyphs require rasterization and upload. Cached glyphs are reused until invalidated or evicted.

Where does parallel processing run?

Core coordinates text work before rendering. Its workers and Burst process large workloads; local changes invalidate the affected stages.

How are updates scheduled?

Core coordinates text work before rendering. Its workers and Burst process large workloads; local changes invalidate the affected stages.

Support and discussion

Discord is the main channel for questions, help and discussion. Bug reports and feature requests go to the public issue tracker.