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LeKAKiD-FontPatcher-1.1.5 icon

FontPatcher

Replace in-game font with other things

Date uploaded 10 months ago
Version 1.1.5
Download link LeKAKiD-FontPatcher-1.1.5.zip
Downloads 852
Dependency string LeKAKiD-FontPatcher-1.1.5

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

⚠️ Configuration files are generated after launching the game, with the mod installed, at least once.

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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 create another language's font AssetBundle

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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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Add ttf font file that want to be import

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Use this font setting

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

Generate font asset with your language's character set

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Save with the name below

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

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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);
    }
}

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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

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Browse "fonts" folder of mod folder, then paste AssetBundles file.