![]() ![]() To change the color of the glyph when it’s an active cell,Ī) change the ‘Selected FG Color’ (Foreground Color) to a color of your choosing.Ī) Click ‘Save As’ and save your settings. To change the background color an active cell,Įnsure you have ‘Font View’ selected in the left hand column, thenĪ) change the ‘Selected BG Color’ (Background Color) to a color of your choosing. More specifically, when you click on a cell it becomes an active cell and we’ll be selecting a color that displays when you click on a cell. The next section looks at defining the ‘active cell’ settings. You can also change the number of cells displayed by, Be aware that ‘anti-alias’ is slower to generate. ![]() Next we’re going to change the size of ‘Font View’s’ interface.ī) then select your desired size from the list.Ĭonsider also selecting ‘anti-alias’ to sharpen the display. To access the settings and change what you see in each glyph cell, you need to,Ĭ) ‘Untick’ the boxes to hide metrics from Font View. This section will focus on the appearance of the cells within ‘Font View’ and whether or not you want to see metrics in each glyph cell.Ī) This is what ‘Font View’ looks like when all the glyph cell metrics are hidden from display.ī) This is what ‘Font View’ looks like when all the glyph cell metrics are displayed. Further information that describes each ‘X Resource Editor’ item can be found at Fontforge’s Github repository or Fontforge’s online documentation. This tutorial is shown on a Windows 10 computer with Fontforge version 03142020. They’re both free fonts for personal and commercial, use with an open source license. The two fonts used in this tutorial are called Goodlight and Linux Libertine. You can download Fontforge for Windows, Mac, or Linux from here. And lastly, I’ll show you how to change the display font for some dialogue boxes, so it’s easier to read.Next, we’ll specify the settings for an active cell. ![]() Then we’ll look at changing the size of ‘Font View’s’ interface.We’ll start with the appearance of cells in ‘Font View’.This tutorial will show you how to change the appearance of some of the user interface settings in Fontforge. So, if you want a higher quality tessellation, you will get heavier assets, although the adaptive tessellator is pretty good at avoiding unnecessary vertices.How to Change the User Interface and Display Settings in Fontforge The size of the asset (in bytes) is directly related to the number of triangles that was generated for the sprite. SVG files are imported as sprite assets, so they are more like a mesh. Moreover, this technique also generates a heavier Sprite object in memory, and would only save space for the stored asset on disk. However, this process can be (very) slow and resource hungry, so I would avoid it for complex SVG files. If you want to keep the small source SVG file, you could, in theory, save the SVG files as raw text, and load them at runtime using the SVGParser.ImportSVG API. For textured/gradient SVG sprites, you'll get around 24 bytes per vertex. For non-textured SVG sprites, each vertex has at a 2D position and color attributes, which results in 12 bytes per vertex. We don't yet show the stats of the generated asset, but you can get a rough idea of the asset size by getting the imported Sprite object and looking at the size of the Sprite.vertices property. ![]() So, if you want a higher quality tessellation, you will get heavier assets, although the adaptive tessellator is pretty good at avoiding unnecessary vertices. Something as basic as save unity version out to SVG so you can load your edits in something like Illustrator.Ĭlick to expand.SVG files are imported as sprite assets, so they are more like a mesh. Round-tripping to standard vector editors would be great. In-unity editing, so you can tweak assets imported from say Illustrator. Fancier bone stuff would be great too, but basic parity would go a long way. Can be used with Unity's animation system, as sprites would today, meaning you can build a 2d doll (chest > shld > arm > hand). Again, SpriteRenderer doesn't out of the box, very frustrating. Works with all PostProcessing effects like DepthOfField, Fog, etc, out of box, no need for custom shaders. SpriteRenderer doesn't seem to today, major pain. Flat, minimalist style with modern processing effects. To me this isn't interesting b/c you can zoom into static visuals, but b/c it opens the door to realising full games done entirely in vectors. ![]()
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