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September 20th, 2020, 10:25 #1
How to solve discrepancies with FGC content with the new font rendering in Unity?
This is general inquiry, not linked to specific ruleset as they are all impacted from this.
I am exploring FGU after big break and preparing some extensions and rulesets I developed for the move to FGU. I noticed dramatic font difference between FGC and FGU and not in favor of FGU - sometimes fonts are blurry, sometimes they render differently (even when both FGC and FGU fonts are defined as TTF files) and this makes single ruleset looking non uniform between the programs, especially when interface elements are adjusted based on the font size and arranged accordingly for readability in FGC.
I understand that backward compatibility is key here, though I wonder if there is way to instruct FGC and FGU what kind of font settings to use so designers can maintain proper visual on the ruleset or extension?
What is the approach here?
PS: I hope no screenshots are needed, every ruleset is different in one way or another between the platforms when it comes to font rendering.The past is a rudder to guide us, not an anchor to hold us back.
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September 21st, 2020, 00:47 #2
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,541
I've asked Carl to take a look. Can you provide more detail and/or pictures on specific scenarios?
Thanks,
JPG
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September 21st, 2020, 07:34 #3
Attached is pack with screenshots from Symbaroum, Conan, Savage Worlds ruleset with most ovious discrepancies. In some sitautions the Unity does not respect the bold and italic variants and in other rolls back to default font for windows headers or other elements.
I also reported over email issue with some font renderings.The past is a rudder to guide us, not an anchor to hold us back.
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September 25th, 2020, 11:23 #4
Also, I noticed font blurring with MoreCore for example using the default fonts, not sure why this occurs, but many areas are not crisp as before. It should not be the case of the ruleset, but the font rendering engine.
Left is Classic, right is Unity.The past is a rudder to guide us, not an anchor to hold us back.
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September 25th, 2020, 19:34 #5
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September 25th, 2020, 19:37 #6
No, there is no UI scaling. Both FGs are accelerated with the NVIDIA Quadro onboard card, but I don't see difference when I disable it.
The past is a rudder to guide us, not an anchor to hold us back.
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September 25th, 2020, 22:40 #7
What's the ruleset/theme in the screenshot? Thanks.
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September 26th, 2020, 08:29 #8
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September 26th, 2020, 19:30 #9
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September 27th, 2020, 10:15 #10
I am using the Coriolis extension - https://www.fantasygrounds.com/forum...light=coriolis
The past is a rudder to guide us, not an anchor to hold us back.
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