Author Topic: Replacing fonts - what's the proper way?  (Read 2839 times)

Thurinus

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Replacing fonts - what's the proper way?
« on: October 22, 2012, 03:18:11 PM »
Hi everyone!

Just started evaluating NGUI, and am hitting something that isn't a roadblock for now but will probably be down the line if we have to replace fonts. Sorry if this has been brought up before.

I've exported a font from GlyphDesigner, and created a Font Atlas in Unity. However, I wanted to resize the font texture, and decided to recreate the font atlas, hitting "Replace the Font" to re-render the texture to the main Atlas. This caused all existing labels that used the font to look illegible due to badly-mapped fonts, and I couldn't fix it without replacing every label. Is there a way to replace fonts without having to replace every label that uses them?

Thanks!
Jay

ArenMook

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Re: Replacing fonts - what's the proper way?
« Reply #1 on: October 22, 2012, 05:16:13 PM »
It sounds like when replacing the font you actually created a new font instead. Make sure that you're targeting your existing font prefab, or it won't actually replace it.