LeKAKiD-FontPatcher icon

FontPatcher

Replace in-game font with other things

Last updated 8 months ago
Total downloads 162935
Total rating 6 
Categories Tools Misc BepInEx Client-side
Dependency string LeKAKiD-FontPatcher-1.2.4
Dependants 36 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

LC-FontPatcher

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Change in-game font to other font asset
Fix chat input bug on IME input

Config

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default font assets

  • 00 default: English('$' fixed)
  • 01 kr: Korean (Orbit.ttf / DungGuenMo.ttf)
  • 02 jp: Japanese (Pretendard.ttf / Best-Ten.otf)

Each font is tried in the order of its name.

  • "Hello": in-game(if used) => 00 default
  • "한글": in-game(if used) => 00 default => 01 kr
  • "日本語": in-game(if used) => 00 default => 01 kr => 02 jp

How to use this mod as dependency

You can download here example mod

Folder structure

.
|-- config
|   |-- FontPatcher
|   |   `-- TestPath
|   |       `-- korean
|   `-- lekakid.lcfontpatcher.cfg
|-- icon.png
`-- manifest.json

Minimized config

## Settings file was created by plugin FontPatcher v1.2.0
## Plugin GUID: lekakid.lcfontpatcher

[General]

## Using in-game default normal font
# Setting type: Boolean
# Default value: true
UsingNormalIngameFont = true

## Using in-game default normal font
# Setting type: Boolean
# Default value: true
UsingTransmitIngameFont = true

[Path]

# Setting type: String
# Default value: FontPatcher\default
FontAssetsPath = FontPatcher\TestPath

How to create another language's font AssetBundle

Initialize project

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Create a new project with Unity 2022.3.9

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Open Window > TextMeshPro > Font Asset Creator

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Import TMP Essentials

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Create "Editor" Folder

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Create script file, then paste below source in file

// https://docs.unity3d.com/Manual/AssetBundles-Workflow.html
using UnityEditor;
using System.IO;

public class CreateAssetBundles
{
    [MenuItem("Assets/Build AssetBundles")]
    static void BuildAllAssetBundles()
    {
        string assetBundleDirectory = "Assets/AssetBundles";
        if (Directory.Exists(assetBundleDirectory))
        {
            Directory.Delete(assetBundleDirectory, true);
        }
        Directory.CreateDirectory(assetBundleDirectory);
        BuildPipeline.BuildAssetBundles(assetBundleDirectory,
                                        BuildAssetBundleOptions.None,
                                        BuildTarget.StandaloneWindows);
    }
}

After once initialize project, you don't need to repeat this step

How to make font asset

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Add ttf/otf font file that want to be import

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  • Sampling Point Size: 10n (Recommend 90 or 80)
  • Padding: n (if sampling point size is 80, set 8)
  • Render Mode: RASTER

Generate font asset with your language's character set

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FontPatcher recognize by font's name. You must be save font file according to the list below.

  • Normal: Default game font
  • Transmit: Signal translator's HUD font

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(Recommend) Set line height to 98.1, ascent line 72. These values are in-game setting.

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Set font's material shader to Distance Field

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Set font's texture filter mode to Bilinear

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Select Normal.asset, Transmit.asset, add to AssetBundle
Set AssetBundle's name what you want (e.g. "jp", "cn", etc)

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Build AssetBundles

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Copy AssetBundles file to your mod folder