Quantcast
Channel: Answers by "Graham-Dunnett"
Viewing all articles
Browse latest Browse all 959

Answer by Graham Dunnett

$
0
0
The function does work. Given an ASCII or Unicode font, `GenerateEditableFont` will make you a copy of it, so you can edit the bitmap texture. I'm not sure why you are using Resources - that is really a runtime thing and not an editor thing. Code like this worked for me: using UnityEngine; using UnityEditor; public class FontManager : MonoBehaviour { [MenuItem ("Assets/Make Editable Font")] static void Fontie() { UnityEngine.Object f = AssetDatabase.LoadMainAssetAtPath("Assets/Sathu.ttf"); string path = AssetDatabase.GetAssetPath(f); Debug.Log("Generating copy of: " + path); TrueTypeFontImporter fontImporter = AssetImporter.GetAtPath(path) as TrueTypeFontImporter; fontImporter.GenerateEditableFont("Assets/Sathu2.ttf"); } } Note that the files that are created are written into the Assets folder, since they are copies of assets.

Viewing all articles
Browse latest Browse all 959

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>