Fonts/localization in Chinese or Japanese

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  • Constructors!

    What is the best approach to have either Chinese or Japanese specific fonts? I feel like the spritefont might be too limited in scope of huge table of chars in these languages...

    Should it be text object instead of spritefont? What about the performance impact of such solution?

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  • The text object is probably your best bet for for the asian languages.

    Regarding performance impact, basically it's not as good, but should be negligible unless you're doing something crazy. Try to avoid updating many different font objects every tick (such as displaying the contents of a big array in real time). Update only when necessary (such as when a value actually changes), and use less instances of text objects at a time wherever possible.

    If your game isn't text heavy, it's not unheard of to simply bake the text into your ui sprites, for limited multi-language support, for better control over the look and feel of your game. You can also use a combination of these techniques if you want, between dedicated sprites and text objects.

  • ...

    Should it be text object instead of spritefont? What about the performance impact of such solution?

    Hello.

    This information is outdated. A long time ago, browsers had problems rendering fonts, so we tried to display text using images.

    This is no longer the case, so feel free to use any font you like.

  • Thanks for the input guys. Text object it is, then.

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