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What does avoid using Mipmaps mean and how would I do that in Unity, for example?

(+1)

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...