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: (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. 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. 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).
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