![]() ![]() These characters represent the custom glyphs used in my pseudo localization examples. Here’s the full contents of my FONT0003-SDF.txt alphabet file. I’ll then add my custom characters to the alphabet file, informing the game which characters needs to be loaded. This matches the font name and will contain a list of characters to load from font. In below screenshot, I’ve created a text file in StreamingAssets/Fonts called FONT0003-SDF.txt. This is done using an alphabet file, which is simply a text file containing all the custom characters used by our target dialect. ![]() ![]() Before we can use custom characters from our font, we need to inform DFU which characters should be loaded from font. It’s possible for a font to include many thousands of glyphs while the written dialect uses only a subset of these. Your translation might use different characters based on region or dialect. Font rendering will be forced into SDF mode to display translations correctly. The legacy 8-bit pixel fonts (FNT) are not suitable for writing translations and can be ignored. Tip: All fonts must be TTF or OTF with standard Unicodes. This informs DFU to use the selected font to replace FONT0003, which happens to be the font used for most general text in the game. In below screenshot, I’ve copied NotoSans-Regular.ttf into StreamingAssets/Fonts and renamed file to FONT0003-SDF.ttf. Once you’ve selected your fonts, you’ll first need to copy them into a place where Daggerfall Unity can find them and rename font files so DFU knows how to use them. This is important so any untranslated parts of your work will still display correctly in default English. Tip: When selecting your own font, try to pick something that also contains a full complement of Latin characters. I’ll be using the versatile NotoSans-Regular font to demo this process. ƥƨèúδô ℓôçáℓïƺáƭïôñ) to demonstrate how to setup your custom font and alphabet file so the correct characters are imported. Rather than use any specific language or dialect, this tutorial will use pseudo localization (e.g. If any characters are missing from your font, these will not display correctly in game. Daggerfall Unity uses standard Unicode codes for all text. You will need to supply a TTF or OTF font representing all the Unicode characters required for your alphabet. But if you still want to assign a new font for other reasons, then keep reading. The built-in Daggerfall Unity fonts contain a full complement of Latin characters. English, French, Italian, Spanish), you can skip this section. If you’re writing translations using Latin characters (e.g. Start by locating the below path in your Daggerfall Unity installation. Throughout this whole process, we’ll be placing files somewhere in the DaggerfallUnity_Data\StreamingAssets folder. This functionality is built into Windows and other major operating systems.
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