Unity can handle this font pretty well with its Test Mesh Pro feature - it wont blur / anti alias the font and the font will read clearly
Some game IDEs convert fonts to bitmap textures and these textures might have mipmap enabled by default. This causes the font to look blurry / anti aliased and lose it clarity. One needs to disable mipmap on that texture for the sharpest version of the font
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I recommend you to add "ttf" tag
Good call, dustdfg - thank you for that suggestion :)
if I wanted to import this to Godot how would
https://godotengine.org/qa/20870/how-do-you-bring-fonts-into-godot-3-0
What does avoid using Mipmaps mean and how would I do that in Unity, for example?
Unity can handle this font pretty well with its Test Mesh Pro feature - it wont blur / anti alias the font and the font will read clearly
Some game IDEs convert fonts to bitmap textures and these textures might have mipmap enabled by default. This causes the font to look blurry / anti aliased and lose it clarity. One needs to disable mipmap on that texture for the sharpest version of the font
Is that Test Mesh Pro or Text Mesh Pro? Is it built in through Package Manager?
yup - typo
https://assetstore.unity.com/packages/essentials/beta-projects/textmesh-pro-8412...