

- Rightfont corrupted fonts for free#
- Rightfont corrupted fonts generator#
- Rightfont corrupted fonts code#
This is a known issue that we should soon fix.įrom your screenshot, it seems you are not using the UIBuilder package. You should then be able to create a static FontAsset from this unity Font using the Window/Text/Font Asset Creator. This is expected, for the Font to be consumable by TextCore, the unity font settings should be the default one. When you create your assets, make sure to use the Text/ menu item rather than the TextMeshPro/ menu item. We are planning to migrate the TMP assets to TextCore, but this is more complicated than expected, and it will not happen shortly. For the moment, UIToolkit only supports assets created from TextCore. This is indeed confusing, but TMP_FontAsset created from TextMeshPro cannot be used in UIToolkit. P.S.: we need a checkbox to disable emoji generation, all callstack containing rocess end up creating a smiley! Note that I'm giving up on making my menu with UITK for now because of another issue, namely failing keyboard/gamepad navigation (at least on Linux). I can export a Dynamic font in RASTER_HINT mode as TextCore Font Asset, but since I cannot select it in the Label Text Font field, it doesn't help. Is there any way I can use a rasterized font in UI Toolkit menu? :UpdateRuntimePanels() (at /home/bokken/buildslave/unity/build/Modules/UIElementsNative/:26)Īnd the text is invisible in the UI preview. GetCachedFontAssetInternal (UnityEngine.Font font) (at (UnityEngine.Font font) (at (+TextParams textParam) (at ( node, System.Single width, widthMode, System.Single height, heightMode, System.IntPtr returnValueAddress) (at /home/bokken/buildslave/unity/build/External/Yoga/csharp/Facebook.Yoga/:146) NullReferenceException: Object reference not set to an instance of an object :UpdateRuntimePanels () (at /home/bokken/buildslave/unity/build/Modules/UIElementsNative/:26) Picking the Unicode or any other static set font spams two errors: Picking the Dynamic font works but is blurry. I can only pick my Unicode or my Dynamic-imported font file. However, the Label > Text > Font field only takes pure font assets like. So, I'm constrained to picking the text on each Label element or using a style. Unity.UI.Builder.BuilderInspectorStyleFields/c_Displa圜lass28_0:b_11 (`1) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/.builder/Editor/Builder/Inspector/BuilderInspectorStyleFields.cs:192)

Unity.UI.Builder.BuilderInspectorStyleFields:OnFieldValueChangeFont (`1,string) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/.builder/Editor/Builder/Inspector/BuilderInspectorStyleFields.cs:1773) Trying to set it to None or pressing Delete does nothing and shows this log:
Rightfont corrupted fonts for free#
(You can get the font for free at if you want to test by the way, if you need to test rasterization but any pixel art font will do)Īnd on top of that, none of this seems to matter because in the UI Builder, it is not possible to clear the Text font field to use the default provided by Panel Text Settings.
Rightfont corrupted fonts generator#
So the font file is not corrupted (I tried, it does the same with other fonts), the generator itself, with the shortcut command, is asking me to make a dynamic font.

And actually, the Include Font Data setting is only present for Dynamic fonts. _CreationMenu:CreateFontAsset () (at the font asset import setting Character from Unicode to Dynamic (with Include Font Data) makes Font Asset generation work with both techniques. Make sure "Include Font Data" is enabled in the Font Import Settings. If instead I try the shortcut for quick creation of right-click Create > Text > Font Asset, I get: UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&) (at /home/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189) This typically results from the use of an incompatible or corrupted font file.
Rightfont corrupted fonts code#
So I tried to create a new non-TMP Font Asset from BitPotionExt.ttf, but clicking on Generate Font Atlas gave an error:įont Asset Creator - Error Code has occurred trying to load the font file. Ah, sorry, actually only when creating the Custom UITK Text Settings (Panel Text Settings) I was constrained to selecting the dynamic non-TMP font asset for the default font field (see first screenshot).
