UnityDebugSheet icon indicating copy to clipboard operation
UnityDebugSheet copied to clipboard

Add support for custom fonts to display non-English characters in WebGL projects

Open neptaco opened this issue 1 year ago • 3 comments

Hello! First of all, thank you for developing and maintaining UnityDebugSheet. It's a great tool for debugging Unity projects.

I have a question regarding the use of UnityDebugSheet in WebGL projects. Currently, when using the default font, it is not possible to display certain characters, such as those used in the Japanese language.

I believe that in order to properly display Japanese and other non-English characters, it is necessary to replace the default font with a custom one that supports a wider range of characters.

My question is: Is there a way to replace the font used by UnityDebugSheet to enable the display of non-English characters in WebGL projects?

neptaco avatar Mar 14 '24 02:03 neptaco

Thank you for your feedback.

I've made it possible to override the built-in cell Prefab. This allows you to freely modify the design using Prefab Variants. (I believe that incorporating a feature to specify the font itself might be overkill for this library, so I've added this instead.)

Please refer to the link below for instructions on how to use it.

https://github.com/Haruma-K/UnityDebugSheet?tab=readme-ov-file#extending-built-in-cell-prefabs

Haruma-K avatar Mar 31 '24 14:03 Haruma-K

@neptaco i forgot to mention

Haruma-K avatar Mar 31 '24 14:03 Haruma-K

@Haruma-K I'm sorry for the late reply.

I added the package using the git URL, but when I tried to create a Prefab Variant, Unity crashed. I believe this is because it's attempting to create the Variant file inside the Packages directory. I wasn't sure how to create Variants like the ButtonCell in the Assets directory.

By copying the Prefab itself and overriding it with the font I set, I was able to replace the font as desired.

neptaco avatar Oct 09 '24 07:10 neptaco