Why does spritefont not support UTF-16 characters?

Why does spritefont not support UTF-16 characters?

The parsing of the SpriteFont XML file is not able to process multi-character UTF-16 sequences (0x1F300 is a two character sequence), and iterating a string at runtime cannot handle multi-character sequences either. This problem would never existed if monogame supported TTF fonts :p

Why does my spritefont not support emoji characters?

System.FormatException: String must be exactly one character long. at System.Xml.XmlConvert.ToChar (String s) at Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.CharSerializer.Deserialize (String [] inputs, Int32& index) The failing SpriteFont file is attached (built on Windows).

What are the decimal values in spritefont file?

@KonajuGames The spritefont file contains decimal values for the coding range. The equivalent hexadecimal values are 0x1F300 – 0x1F5FF. They should be in the valid character range. Ahh yeah. I often get that XML encoding confused.

Why is spritefont XNB not compatible with XNA?

There is a Version member in the XNB that we could use to identify an extended file format in a SpriteFont XNB. The XNB would no longer be compatible with XNA because it wouldn’t recognize version 2, but that is less of an issue.

How to make two sprite fonts Act the same?

First thing you’re going to want to do is open up that text file from Give Your Fonts Mono (spacing). Copy those Character Width, Character height and Character Set values into the corresponding properties in Construct 2. The 2 sprite font objects are still acting exactly the same.

Where can I find the sprite font plugin?

SpriteFont+ does everything the native Sprite Font does (all expressions, conditions and actions). To find out more about these you can check out the official manual entry. This tutorial will just cover the additional properties added by SpriteFont+ and how to get the most of them. You can find the plugin on the SpriteFont+ CodePlex site.