Invalid file format when using TextMesh Pro Font Asset Creator
Celsyum opened this issue · 3 comments
imported my png and fnt files , which are working good with any other tools outside Unity.
Generated .fontsetting file works good with Canvas/Ui/Text , but to work with TextMesh Pro I try to generate Font Atlas with "Font Asset Creator" and get error:
Font Asset Creator - Error Code [Invalid_File_Format] has occurred trying to load the [Arial] font file. This typically results from the use of an incompatible or corrupted font file. UnityEngine.Debug:Log(Object) TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:DrawControls() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:669) TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:OnGUI() (at Library/PackageCache/com.unity.textmeshpro@2.0.0/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:257) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Any ideas what is causing this ?
Hi.
TextMesh Pro doesn't support custom font.
So you can use the .ttf
font.
But I can convert bitmap fonts to TMP Sprites.
I will to do this on weekend.
Sorry, I am not going to convert bitmapfont to TMP sprite, because the usage of sprites is inconsistent with the usage of plain text.
thank you for feedback,
luckily I found my old .ttf
CUSTOM fonts and spent all night generating font settings with "Font Asset Creator".
So if I don't have original .ttf
files and only Bitmap fonts (.png
and .fnt
or other data file) - i can not use BitmapFontImporter or any other available tool to prepare my bitmap font for TextMesh Pro ? (Please don't bother to look for answer if you don't know).