Author Topic: Dynamic fonts downsides?  (Read 2240 times)

pretender

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Dynamic fonts downsides?
« on: May 14, 2014, 11:24:41 AM »
Hi!

I recently started using dynamic fonts instead of imported bitmap fonts from bmfont. I am wondering are there any downsides of using dynamic fonts? Currently i see the size of font increased to over 10MB for simple header title (i was wondering is it because of the shrinking when setting it up, does it pick up all sizes because of that?). I also see that it isn't crisp all the time.

What is the correct workflow with dynamic fonts?

Thank you all!

ArenMook

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Re: Dynamic fonts downsides?
« Reply #1 on: May 14, 2014, 11:41:01 PM »
3.6.0 features a tweak to crispness of dynamic fonts. If you use the "keep crisp" option on labels using dynamic fonts and happen to scale the label say, from size of 10 to 60, you will end up requesting all sizes of your font from 10 to 60. This means 10, 11, 12, 13, etc, all the way up to 60. This obviously means a lot of texture memory usage.

There are some disadvantages to dynamic fonts.

1. They are buggy. Unity's implementation of dynamic fonts was never finished properly, and sometimes letters get dropped for no good reason.
2. They always increase draw calls since they can't be made a part of the atlas.
3. They can't be modified the way bitmap fonts can be. You can't add a baked shadow, glow, outline, etc effects.
4. They have no kerning information. Unity didn't deem it necessary to provide that info to scripts.

NaxIonz

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Re: Dynamic fonts downsides?
« Reply #2 on: January 21, 2015, 01:19:04 PM »
Is there any known work-around for missing letters?

The only place I see it is on my toast that I use for debug messages, so end users do not see it, but it would be nice if I could see it on device. FWIW, it was working on that toast for almost 9 months, but now has recently started dropping letters (maybe related to Unity 4.5.5f1?).

ArenMook

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Re: Dynamic fonts downsides?
« Reply #3 on: January 22, 2015, 11:12:55 AM »
There is no work-around aside from using Unity 4.6 which may or may not fix it.