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U
This asset do not work in version unity 2018.2.5f1
6 years ago
UDN_5fe7bdc1-e387-46db-a36b-cf029b1b4c29on version 2.0.1
After install this asset has not appeared in file menu
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Reply from publisher:
replied 6 years ago
As indicated in the User Guide, you access this via the Window Menu, not File
Unity suggestd do not chose ''GO AHEAD"whill I import the plugin, I chouse the other button. I got a error:
Assets/FontSetter/Editor/FontEditor.cs(2486,22): error CS0619: `UnityEditor.EditorApplication.SaveAssets()' is obsolete: `Use AssetDatabase.SaveAssets instead (UnityUpgradable) -> AssetDatabase.SaveAssets()'
I checked the 13 pages manual, could not find how to fix this problem. please help!
by the way I use Unity 5.6
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y
Pls update this plugins
9 years ago
yixiaoqingyuzon previous version 2.0
Hi,John Pope
I bought the FontSetter plugins from the Unity asset store,but i found a error in Unity 5.6.0f3 when i use this plugins,the reason is Unity5.6.0f3 changed it's textures default setting(maybe,i dont know) but the FontSetter plugins dont support it.
Can you update this plugins?
Thx!
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c
A very helpful add-on
9 years ago
crimsongaiaon previous version 2.0
Works exactly as described and is extremely simple to use, an excellent all round tool to have.
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v
Time saver
10 years ago
vladstrutzuon previous version 2.0
A great time saver.
The editor works as advertised.
Some little problems I had and observations (not the editor's fault):
- you cannot rename "Editor Default Resources" folder
- Bitmap font are not re-sizable and do not support the rich-text color option
- Letter pivots must be at the top of the letter for vertical align to behave normally
Thanks!
PS:
I found the pivot thing to be kind of complicated so I modified the code to take constant height, constant pivot, and made my source image a long single row file (it became a 4096x32 file)
For those interested the modified code I put is in FontEditor.cs at line 1717. I just replaced the "else" and used the Auto-set Glyphs without smart:
else
{
int textureHeight = 32; // You have to modify this by hand for different texture heights
Rect theFullRect = new Rect( xMin - floodfillPadding, 0, xMax - xMin + 1 + floodfillPadding * 2, textureHeight );
newNode.rect = theFullRect;
newNode.pivot = new Vector2( 0, textureHeight );
}
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S
Great stuff
10 years ago
Shinzironineon previous version 1.16
Easy to use and works as expected. Saved me a lot of time. The developer helped me with my usecase as well. Thanks!
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