Well that was more work than expected!
The past week has been an interesting journey in my dev-life. Early-on in my quest to get the block cursor working in WebGL builds I'd remembered having previously poked at a Unity asset that I thought would allow me to fit various fonts in the same UGUI. After a bit of digging it came to me, TextMesh Pro. (You see, while the Editor and PC builds have the capacity to do a "font fallback" and fill any character missing in the font in-use with a glyph from a full font template (such as Arial) apparently the WebGL builds lack this capacity)
I played with it a bit, and it looked like it might solve mt problem, but it was going to require quite a bit of code and time.
There was also another option that occurred to me at this time... Why not edit the font directly to add the characters I wanted? I'd discovered that the font I was using had an open license, allowing me to modify it.
Some more monkeying around with this tool and that tool and ultimately I got FontForge to help me make a couple of barely passable block cursors that fit with the Dotrice font.... Yay! So here is the result.
PS - so far, my bug report is being mostly ignored; I suspect this is a very low priority issue.
PPS - Ugh, getting TextMesh Pro extricated from my project once I decided it wasn't going to cut it was a serious pita.... next time I might just exit Unity and do a "hard fork" when playing with something like this. I finally got rid of it by closing Unity, deleting the TextMesh directory, then re-importing my project which it warned me might takes many hours. (Thankfully, it's a very small project and it didn't).
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