fehaar / FFWD

This is the FFWD framework for XNA, that allows you to port Unity3D games to XNA for use on WP7 or XBox360 (XBLIG)
Microsoft Public License
133 stars 36 forks source link

Implementation of custom font #28

Open FatBasic opened 12 years ago

FatBasic commented 12 years ago

Implementation of custom font. Currently only the standard GUIFont is available.

fehaar commented 12 years ago

The easiest way of getting a custom font into FFWD is to use the GUI system and change the font by creating a normal XNA spritefont (either by XML or a texture) and load it in in Game1.LoadContent like this:

GUI.spriteFont = Content.Load("MyCustomFont");

The GUI will now use that font when drawing GUI stuff.

What system are you using for fonts in Unity?

FatBasic commented 12 years ago

I'm just using the normal importing of fonts of .ttf format in Unity.

The reason is that I'm using multiple fonts, for menu, hud and so on. If it stays this way I will just make some few hacks for having multiple fonts, so it's not that big a deal :)

fehaar commented 12 years ago

So you are using GUIText in Unity? There is no support for it ATM. But I will keep the issue open and see if it can be implemented easily.

Thomas Gravgaard Senior Software Developer Press Play ApS thomas@pressplay.dk +45 26 74 26 74

FatBasic commented 12 years ago

Nope, I just use the UnityEngine.Font for use in my GUIStyles :)