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Customize Font


Customize Font​

You can create your own font texture atlas and use it for bar value text and floating combat text. Custom fonts are loaded from the built-in Resources path, so once the texture is added with the correct naming convention, it becomes available in the system settings.


Folder Location​

Place custom font textures in:

Assets/SoftKitty/MasterHealthBarSystem/Resources/HealthBarSystem/FontTextures/


Naming Rule​

Every custom font texture must follow this naming pattern:

Font#.png

  • # is the numeric ID of the font.
  • Check the existing files in the folder.
  • Use the next available number after the current largest ID.

For example, if the highest existing file is Font4.png, the next custom font should be named Font5.png.


Texture Requirements​

The font texture is a fixed-layout texture atlas.

  • Width: 1024 px
  • Height: 256 px
  • Grid: 10 columns x 2 rows
  • Cell size: approximately 102 x 128 px per cell
  • In the Texture Import Settings, check Alpha Is Transparency, uncheck Generate Mipmap, select Wrap Mode to Clamp

The system expects every glyph to appear in a specific cell, so the layout must match the built-in format exactly.


Character Layout​

Bottom Row​

The bottom row stores the digits 0 to 9, from left to right:

  • 0
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9

Top Row​

The top row stores symbols from left to right:

  • Not used
  • Not used
  • |
  • /
  • .
  • ?
  • x
  • Heart
  • Star
  • Skull

This means the top row is not arranged left-to-right like the number row. Be careful to place each symbol in the expected slot.


Supported Symbols​

In addition to digits, the font atlas supports these symbols:

  • |
  • /
  • .
  • ?
  • x
  • Heart
  • Star
  • Skull

These symbols are useful when formatting health text through the Value Format field in BarSettings.


Workflow​

  1. Duplicate an existing font texture if you want a safe starting point.
  2. Edit the atlas while preserving the original cell layout.
  3. Save the new texture as Font#.png in the correct folder.
  4. Return to the project and select the new font ID in:

Best Practices​

  • Keep all glyphs centered consistently inside their cells.
  • Maintain strong readability at gameplay scale, not only in the texture editor.
  • Avoid overly thin strokes if the font will be used on small bars.
  • Test the font with long formats such as 9999/9999 to make sure the spacing still looks correct.
  • If you use special icons such as Heart or Skull, verify that they remain visually balanced with the numeric glyphs.