You are viewing a potentially older version of this package. View all versions.
LeKAKiD-FontPatcher-1.2.3 icon

FontPatcher

Replace in-game font with other things

Date uploaded 10 months ago
Version 1.2.3
Download link LeKAKiD-FontPatcher-1.2.3.zip
Downloads 32318
Dependency string LeKAKiD-FontPatcher-1.2.3

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

image

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

Config

image

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

image

Create a new project with Unity 2022.3.9

image

Open Window > TextMeshPro > Font Asset Creator

image

Import TMP Essentials

image

Create "Editor" Folder

image

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

image

Add ttf/otf font file that want to be import

image

  • 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

image

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

image

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

image

image

Set font's material shader to Distance Field

image

Set font's texture filter mode to Bilinear

image

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

image

Build AssetBundles

image

Copy AssetBundles file to your mod folder