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README.md

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@@ -6,38 +6,54 @@ A simple tool to create bitmap fonts from a texture sprite sheet to be used with
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## How to use it
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Select a texture, set the [options](#options) accondingly and hit _Create_. It will create a _Material_ and a _Font Settings_ asset with the same name as the texture and in the same folder.
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Select a texture, change the [settings](#settings) accondingly and hit _Create_. It will create a _Material_ and a _Font Settings_ asset with the same name as the texture and in the same folder.
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Make sure your texture has the _Read/Write_ enabled inside its properties.
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Because of some [limitation](#limitations), it'll not set the _Line Spacing_ field. If you need support to multi-line text, set it on the generated Font Settings file.
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## Options
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## Settings
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Options are for the project and saved inside the folder _Assets/Editor/Resources_.
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Settings can be saved to [profiles](#profiles) and retrieved to be used later.
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- **Texture**: Texture used for the font.
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- **Texture**: Texture used for the font. This is not saved to the profile.
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- **Orientation**: Order to look up for characters in the texture. Values: horizontal, vertical.
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- **Cols**: Number of columns in the texture.
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- **Rows**: Number of rows in the texture.
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- **Alpha Threshold**: Alpha threshold to identify characters bounds.
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- **Monospaced**: Whether the result font should be monospaced.
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- **Character Set**: Predefined character set to use.
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- **Character Set**: Predefined character set to use. This is not saved to the profile.
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- **Characters**: Characters used in the font in order they appear in the texture. Use the space character to represent blank spaces in the texture.
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- **Default Character Spacing**: Default spacing between characters.
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- **Custom Character Properties**: Custom properties for each characters, if any. For now the only custom property is the spacing.
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- **Profile**: Manage profiles. You can select, create, edit or delete profiles. Same as layout profiles in Unity.
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## Preferences
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Preferences are for the editor and saved inside the _EditorPrefs_.
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Preferences are saved in the editor using _EditorPrefs_.
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- **Warn before overwrite**. Warn before overwriting an existing font. This will replace the old font keeping the references.
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- **Warn before replacing settings**. Warn before replacing settings when selecting a profile.
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- **Warn before replacing profile**. Warn before replacing an existing profile.
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## Buttons
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- **Create**. Creates the font using the given settings.
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- **Rollback**. Rollback settings to the selected profile or default if none is selected.
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## Profiles
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You can save profiles to retrieve them later, making easy to create patterns depending on the type of texture or font you are creating.
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Profiles are saved to the each project inside the folder _Assets/Editor/Resources_.
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All [settings](#settings) except for the _Texture_ and the _Character Set_ can be saved to the profile.
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You can manage profiles by opening the _Profiles_ menu at the bottom left corner of the popup. Select, create, edit or delete profiles like you do with layout profiles in Unity.
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## Limitations
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This tool makes the most of the work to create a bitmap font to be used with the Text component but it has some limitations:
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This tool makes the most of the work to create a bitmap font to be used with Text components but it has some limitations:
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- **It works only with font sprite sheets not sprite atlases**. It means that the distance between characters in the texture are the same and there is a fixed value of rows and columns. In other words, it has to be a grid of characters. They can't be sparsed.
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- **It can't set the line specing property**. For some reason, Unity doesn't allow us to edit the _line spacing_ field by code. You need to set it manually after running the tool.
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- **The resultant font works only with Legacy Text Component**. It doens't work with TextMeshPro texts.

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