FontPatcher
Replace in-game font with other things
模組介紹 作者原文
LC-FontPatcher
Change in-game font to other font asset
Fix chat input bug on IME input
Config
default font assets
- 00 default: English('$' fixed)
- 01 kr: Korean (Orbit.ttf / DungGuenMo.ttf)
- 02 jp: Japanese (Pretendard.ttf / Best-Ten.otf)
Each font is tried in the order of its name.
- "Hello": in-game(if used) => 00 default
- "한글": in-game(if used) => 00 default => 01 kr
- "日本語": in-game(if used) => 00 default => 01 kr => 02 jp
How to use this mod as dependency
You can download here example mod
Folder structure.
|-- config
| |-- FontPatcher
| | `-- TestPath
| | `-- korean
| `-- lekakid.lcfontpatcher.cfg
|-- icon.png
`-- manifest.json
Minimized config
Settings file was created by plugin FontPatcher v1.2.0
Plugin GUID: lekakid.lcfontpatcher
[General]
Using in-game default normal font
Setting type: Boolean
Default value: true
UsingNormalIngameFont = true
Using in-game default normal font
Setting type: Boolean
Default value: true
UsingTransmitIngameFont = true
[Path]
Setting type: String
Default value: FontPatcher\default
FontAssetsPath = FontPatcher\TestPath
How to create another language's font AssetBundle
Initialize project
Create a new project with Unity 2022.3.9
Open Window > TextMeshPro > Font Asset Creator
Import TMP Essentials
Create "Editor" Folder
Create script file, then paste below source in file
//
using UnityEditor;
using System.IO;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
{
string assetBundleDirectory = "Assets/AssetBundles";
if (Directory.Exists(assetBundleDirectory))
{
Directory.Delete(assetBundleDirectory, true);
}
Directory.CreateDirectory(assetBundleDirectory);
BuildPipeline.BuildAssetBundles(assetBundleDirectory,
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows);
}
}
After once initialize project, you don't need to repeat this step
How to make font asset
Add ttf/otf font file that want to be import
- Sampling Point Size: 10n (Recommend 90 or 80)
- Padding: n (if sampling point size is 80, set 8)
- Render Mode: RASTER
Generate font asset with your language's character set
FontPatcher recognize by font's name.
You must be save font file according to the list below.
- Normal: Default game font
- Transmit: Signal translator's HUD font
(Recommend) Set line height to 98.1, ascent line 72.
These values are in-game setting.
Set font's material shader to Distance Field
Set font's texture filter mode to Bilinear
Select Normal.asset, Transmit.asset, add to AssetBundle
Set AssetBundle's name what you want (e.g. "jp", "cn", etc)
Build AssetBundles
Copy AssetBundles file to your mod folder
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。
下面這些內容需要先安裝,否則該模組不會生效: