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MOARdV edited this page May 31, 2017 · 8 revisions

For rendering text on MASMonitor props and in TEXT nodes of MASComponent props, MAS can use any system font installed on the player's computer, thanks to Unity. The Unity documentation guarantees Arial is available on all platforms. Using other common system fonts may or may not work across platforms.

In addition, the following fonts are packaged in the MAS asset bundle. The names below are the exact names required to select the given fonts (they are also the names of the TTF files the fonts are derived from):

  • digital-7 and digital-7 (italic) - 7-segment LED styled typefaces with proportional widths (see).
  • digital-7 (mono) and digital-7 (mono italic) - same fonts with fixed advance, better for LED/LCD displays.
  • InconsolataGo-Regular and InconsolataGo-Bold - a fixed-width font intended to be easier to read on-screen (see).
  • repet___ (that's 3 underscores) - the Repetition Scrolling font emulates a dot-matrix LCD display (see).

In addition, legacy RasterPropMonitor bitmap fonts may be added to the MAS font system using the following import config node:

MAS_BITMAP_FONT
{
	name = JSI_baseFont

	texture = JSI/RasterPropMonitor/Library/Fonts/baseFont
	fontDefinition = JSI/RasterPropMonitor/Library/Fonts/fontDefinition.txt
	fontSize = 16,32
}
  • name - Required. The name that will be used to access this font is MAS.
  • texture - Required. The path to the bitmap that will be imported.
  • fontDefinition - Required. The path to the RPM font definition file.
  • fontSize - Required. The size of font glyphs in the texture. Note that you do not have to use the same size when rendering, although the image quality may suffer if a different size is used.

At the present, MAS does not support the use of TextMeshPro fonts for rendering.

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