Ensuring string compatibility
When applying text on a BitmapText actor, depending on the font, some glyphs might not present themselves properly. 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.