Skip to content

docs(sdk7): custom fonts on mobile, Google Fonts family names, support by client - #261

Open
EibrielInv wants to merge 1 commit into
mainfrom
docs/custom-fonts-238
Open

EibrielInv wants to merge 1 commit into
mainfrom
docs/custom-fonts-238

Conversation

@EibrielInv

Copy link
Copy Markdown
Contributor

What

Completes the custom fonts (fontSrc) docs for #238, on top of #239.

main said the mobile app ignores fontSrc and that font family names aren't supported anywhere. Mobile now supports custom fonts (decentraland/godot-explorer#3132, which closed godot-explorer#3092), and both mobile and Bevy resolve Google Fonts family names.

Closes #238

Changes

  • creator/sdk7/3d-essentials/text.md → Custom fonts:
    • fontSrc takes a scene .ttf path or a Google Fonts family name; new 'Playfair Display' example.
    • Support table: Desktop / Mobile / Bevy web × scene .ttf / family name. All three apply fontSrc to TextShape and UI Label, Button, Input, Dropdown.
    • Bullets: no external URLs; Google Fonts family names (name format, case-insensitive, Fontsource, 400/700 weight choice, Latin only, desktop shows the fallback); mobile caveats (16 custom font loads per scene, UI + 3D count separately; no simulated bold on 3D text; new characters can take a moment); .ttf detected from file contents; 16 MB on desktop and mobile.
  • creator/sdk7/2d-ui/ui_text.md → Custom fonts: same in short form, Label example with a family name, mobile bullet replaced.
  • creator/sdk7/2d-ui/ui_special_types.md: fontSrc description mentions family names.
  • creator/build-for-mobile/mobile-client/missing-features.md: removed the custom fonts row.

Not touched: the Fonts intro in text.md (#246 rewrites it). The fontSrc property line sits next to #246's fontSize fix, so a small conflict is possible.

Source of truth

Read from code:

Desktop (unity-explorer dev) Mobile (godot-explorer main) Bevy (main)
Scene .ttf after asset-bundle conversion yes yes
Family name no Fontsource Fontsource
External URL rejected rejected accepted (not documented)
Limits 16 MB 16 MB, 16 font loads per scene none found
  • Mobile: lib/crates/dcl_engine/src/content/font.rs.
  • Desktop: StreamableLoading/Fonts/FontSrcResolver.cs, LoadFontSystem.cs.
  • Bevy: crates/scene_runner/src/update_world/fonts.rs.

For reviewers

  • Mobile support is merged in godot-explorer but not yet in the store build (v1.16.1). It's documented as available now on purpose. It will be in the next mobile release.
  • Spanish (creator-esp) has no custom fonts content yet. That's a separate follow-up.

Checks

npm test, check:links, check:anchors and check:navigation pass. The new examples type-check against @dcl/sdk@7.33.0.

@EibrielInv
EibrielInv marked this pull request as ready for review November 6, 2026 19:53
@EibrielInv
EibrielInv requested a review from a team November 6, 2026 19:53
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Custom Scene Fonts (font_src) — creator docs update

1 participant