2D Toolkit Forum

2D Toolkit => Support => Topic started by: bluelotus on October 12, 2013, 05:31:11 am

Title: BMFonts no longer working - exported from Glyph Designer -
Post by: bluelotus on October 12, 2013, 05:31:11 am
Hi all,

I have now been trying for several hours to get a font out of Glyph Designer and into Unity/tk2d.
I have exported a font from Glyph designer as, BMfont (txt) BMfont (xml) and BMfont (binary) -

In all cases the font file (.fnt) can be inserted into the tk2d font and an atlas generated using the png file.

However,
Using the fonts on a tk2dtextmesh does not seem to work>? (they do not appear) :(

I have an older font that I exported a long time ago and it is working - but the original .fnt file says, unix executable type (event though it is .fnt)
Could the 64 by 64 png be too small?
Really I can't see why this isn't working - everything looks right - but the text does not show up in the scene on the textmesh.

Any advice around this would be appreciated.

Regards,

Chris.
Title: Re: BMFonts no longer working - exported from Glyph Designer -
Post by: unikronsoftware on October 12, 2013, 09:52:58 am
Can you attach the font here, fnt + texture?
Title: Re: BMFonts no longer working - exported from Glyph Designer -
Post by: bluelotus on October 12, 2013, 10:24:33 am
No worries I have just sent the files to the support email.

Regards,

Chris.
Title: Re: BMFonts no longer working - exported from Glyph Designer -
Post by: bluelotus on October 14, 2013, 03:51:14 am
So, as Unikron has pointed out,
The issue was that the sprite sheet png only had numbers in it but the text field text had alpha chars only.  :-[

All working now!

Thanks,

Chris.