Ensuring string compatiblity
When applying text on a BitmapText actor, depending on the font, some glyphs might not present themselves properly and will show two possible cases, depending on the situation. Let’s take the following example, which attempts to load a text with the value
H̶e̵a̶d̸g̷r̴i̸n̶d̴e̴r̶, which is
Headgrinder with some special unicode to add non-spacing strikes in the text.
?symbols instead (from the
Common defaultglyph image list), to indicate the missing element.
If the need comes to use a font but glyphs are not possible to be retrieved, then you can use the AltText variable from within
settext, which can be used as a failsafe if the current string includes an unavailable glyph.
-- First argument is the original text, while the second is the alternative variant for compatibility. self:settext( "H̶e̵a̶d̸g̷r̴i̸n̶d̴e̴r̶", "Headgrinder" )
With the code above, the case will be that the first image on the left will default to the second variable, given the missing glyphs from its sheet.