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  1. #1
    mattekure's Avatar
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    Fonts from Google Fonts

    Google fonts has a bunch of free fonts available for use. I made a few of the more popular fonts into extensions for FG. They should work in all rulesets. Where possible, I've made a FGU version of each as well.

    https://fonts.google.com/?preview.si...ort=popularity

    Fonts complete:
    • Lato
    • Montserrat
    • Open Sans
    • Roboto (my favorite)


    v1.1 updated. fixed a bunch of little errors
    Attached Files Attached Files

  2. #2
    mattekure's Avatar
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    FGU Versions


    v1.1 added. fix lots of small bugs and tweak sizes
    Attached Files Attached Files

  3. #3
    mattekure's Avatar
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    v1.1 posted for both classic and Unity extensions

  4. #4
    Great, now I don't have to do this myself. Thanks for that!

  5. #5
    New update to Unity:

    "Font system improved to handle more font files without errors, and display more closely to the way FGC handles fonts."

    Maybe Roboto will work now?

  6. #6
    mattekure's Avatar
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    I just tested, and the latest FGU update seems to fix it. it loads fine for me now. Added to 2nd post

  7. #7
    Quote Originally Posted by mattekure View Post
    I just tested, and the latest FGU update seems to fix it. it loads fine for me now. Added to 2nd post
    Unity: It could just be my eyes but does some bold text (Roboto) look a little blurry?

    FontBold.PNG
    fontblur.PNG

  8. #8
    Unity applies aggressive grayscale anti-aliasing (not Cleartype), which can lead to blurriness. Given how text based the whole FG experience is I urge the developers to work on considerable improvements in the font area.

  9. #9
    LordEntrails's Avatar
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    Quote Originally Posted by kevininrussia View Post
    Unity: It could just be my eyes but does some bold text (Roboto) look a little blurry?
    Font improvements are the current priority. Unfortunately the development environments are not showing the same behavior as some user environments are and the font rendering updates have yet to be successfully implemented.

  10. #10
    I observed that with Microsoft Word you only get grayscale based anti-aliasing when OpenGL is enabled. Once OpenGL is disabled Word uses proper Cleartype (sub-pixel based) anti-aliasing. Is this something Unity suffers from, too?

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