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Description
Problem: Kerning is not functional for subtitles.
Problem description: Sometimes, the creation of Font Assets will generate a buggy glyph adjustment table, which will result in characters being translated by -Infinity units, causing them to disappear from the scene. Other times, the creation of the Font Asset will result in no glyph adjustment tables being created at all, since our used fonts (from Google Fonts) are in .ttf format and rely on a GPOS table, as opposed to the older kern table. A workaround exists by re-exporting the font file with a kern table in font adjustment software such as FontForge, but importing all kern pairs can result in an increase in storage space from ~8KB to ~14000kB, making it unjustifiable.
Current fix: kerning has been disabled on the TextMeshPro component of the SubtitlesText GameObject
Future considerations:
- Is there a way to reduce the size of Font Asset files with kerning pairs, or isolate relevant pairs to import?
- How much will the lack of specified pair kerning affect readability?