Maybe I’m missing something, but I can’t seem to figure out how to REMOVE a custom font from a Text object without deleting and recreating the object. I’ve tried erasing the font name, but doing so generates the error message: “that resource does not exist in the game”. Any ideas?
Would you like the police to be the basic font ?
I have something like this for you.
I need to made a extension file, i’ve not time for moment but i will come back with it.
Durging this time read about how to import extension on wiki.
Thanks, @Bouh, but what I really wanted to do was remove a font assigned in the GDevelop Editor, not remove it on the fly during the game.
I have a feeling that this may be an “unexpected behavior” of an over aggressive error check for the Font field in a Text object. The field should handle the removal of a custom font (allowing the GDevelop default font to reactivate), but should also remove the font inclusion code:
{
“file”: “HANA.TTF”,
“kind”: “font”,
“metadata”: “”,
“name”: “HANA.TTF”,
“userAdded”: false
},
if there are no other references to the font.
I located and removed the font via the resources, however the Text object still shows the font (and the text is displayed in the font). I suspect that this will cause issues when I export the project since the associated font is not included in the package.
I would rather not delete the text objects, since they are linked to actions which would need to be recreated, so I’m going to restore a prior version of the .jason file and try another approach.
Maybe @4ian can look into why the error message is triggering on a null value and schedule a fix. Since the font resource can be removed independently (via Resources) there is no need to check for and remove the resource automatically.
If you want to keep the events safe, try copying them into a function, even if it’s only temporary as a kind of holder. They won’t be deleted there.
Another way is to rename the old text object, create your new one, and then do a search and replace in your events to change the name to the new object. Once you have the new name in the events, you can safely delete the old object.