Hi. I'm having an issue with importing my own font and I can't get rid of the feeling it's something very simple stupid, but I can't find it.
I have a font exported as .txt (EZ Gui format) from Glyph Designer. Now in Unity I created a blank atlas. Then I used the FontMaker to import the font using the newly created Atlas (I want to have the same kind of texture atlas as with the supplied scifi-font header font). After that, I created a prefab with UI Font on it and selected the atlas / font sprite. Then I assign that font prefab to the UILabel. If I enter any text, the rendering of the text gets mixed up like shown in the screenshot. If I assign to the UILabel the original scifi-header font, it works.
I checked also the material, it's a unlit/transparent colored. Even an A/B comparison between the scifi font and mine didn't show any difference. There must be something obvious I'm doing wrong. Any clue?
Thanks
Martin




