Author Topic: Is there a way to access system font on device and use it with UILabel?  (Read 6058 times)

jjobby

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I need my game to support multi-language. Is it possible to use system font on device with UILabel? According to this docs.

http://docs.unity3d.com/Documentation/Components/class-Font.html

I tried to not select include font data and specify font name in Font Names field. But Unity said that "The target platform does not have access to any system fonts. Including Font data even though the importer is set not to" Can someone here successfully use system font together with UILabel? Or do you have any other solution for multi-language support game?

ArenMook

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Re: Is there a way to access system font on device and use it with UILabel?
« Reply #1 on: September 13, 2013, 08:56:20 AM »
NGUI is bound by what Unity is able to do, so if Unity says it can't do it, then NGUI most certainly can't do much about it.

jjobby

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Re: Is there a way to access system font on device and use it with UILabel?
« Reply #2 on: September 14, 2013, 05:02:56 AM »
Found this thread in Unity forum.
http://forum.unity3d.com/threads/140751-unity-sysfont-Unity3D-plugin-for-rendering-dynamic-text-using-device-platform-fonts
Project page
https://github.com/imkira/unity-sysfont/tree/unity4x

The author of this plugin also released NGUI compatible package with it. So, I think that it is possible to use system font with NGUI. But the NGUI compatible package from this project doesn't work (compiled error). It may be too old for latest NGUI version. :( And for some reasons, it only works on Mac. It has compiled error on window.
« Last Edit: September 14, 2013, 05:16:32 AM by jjobby »