Advanced Text Generator doesn’t support static font assets. If your project uses static font assets, you must migrate them after you enable Advanced Text Generator so that your UI text elements can render correctly.
Unity projects commonly use Static font assets for optimization. Choose your migration approach based on your original optimization goals for the static assets:
If you created the static font asset mainly to ship a smaller character set, subset the font file and then create a dynamic font asset from the subset font.
This reduces the font file size and can further lower memory usage because it eliminates the need for a pre-populated atlas texture. For reference, an atlas texture in Alpha 8 is approximately:
To migrate, do the following:
If you used a static font asset mainly to pre-populate an atlas (to reduce runtime glyph generation during startup), the equivalent workflow in Advanced Text Generator is to use a dynamic font asset and pre-populate its atlas with a chosen character set.
Note: With SDFAA atlas rendering mode, many projects no longer need to pre-populate an atlas for acceptable first-frame performance. However, if you still require control or warm-up of glyph generation, Advanced Text Generator supports the workflow through a dynamic font asset.
To migrate, do the following:
If you don’t need memory reduction nor startup optimization, you can replace static font references directly with the Unity font asset imported from the typeface file, such as .ttf or .otf.
This requires no font-asset creation step; however, you lose font-asset-specific customization options.
To migrate, do the following:
Your UI text elements can now render correctly, and you can take advantage of Advanced Text Generator’s enhanced text rendering features going forward.