I am making an app that writes/plays byzantine music and I 'd like to port it to iOS.
For that I 've been using a family of fonts that work well under windows, and also FontCreator does not show a problem with them.
However, under iOS, they do load ok with UIFont* but they are not usable, that is, when I type the character '1', the '1' in system font is displayed instead of that font.
What could be wrong?
For reference, I 've attached the font: http://www.michaelchourdakis.com/temp/ez.ttf .
Note that the font isn't loaded in the Font Book as well. So there must be a problem in the font.
There seems to be something wrong with your font. If you try install it on Mac OS (Mavericks), it shows following errors:
EZ Psaltica
'name' table usability
'sfnt' required tables
'name' table structure
I guess iOS has the same problem when using this font.
Where did you get that font from? Do you know who created it? If yes, maybe these errors mean something to him and he can fix the font? Once you get to install it correctly on Mac OS, chances are higher that it will also work on iOS, I guess.
Related
On my Flutter app, I implemented a custom text theme using 2 fonts that I stored in assets/ as instructed here. (These instructions, while different, are also generally helpful.)
I got everything working on Android (I develop on Windows mostly), and I shifted over to Mac to get it working on iPhone. I saw the screenshot below:
Note that "Wel" is missing from "Welcome!" as well as the early characters of "Thanks" and "Here's", and an emoji is completely gone. In addition, that's the default iPhone font, so my custom font didn't load.
What's going on?
BLUF: fix your *.ttf line endings
I figured this out but didn't see anyone else with answers, so I thought I'd share.
As usual when swapping to and from Windows, line endings turned out to be the culprit. I installed the font files on Windows, and apparently my Git settings are such that on Mac the files couldn't be read. A clue was in trying to open the *.ttf file in Android Studio on Mac and seeing that it didn't display the font.
I re-downloaded the files on Mac, replaced them, and everything worked immediately (after deleting the app completely from the test device to be safe).
I don't know why early characters weren't being displayed on some lines (but not all), but that was also fixed by having valid font files.
I'm having issues displaying the ₽ symbol on iOS 13.x.x. It seems to be working on on iOS12, but when I use a device that had 13 installed, the unicode character shows up as an empty square.
https://www.fileformat.info/info/unicode/char/20bd/browsertest.htm
Everything works fine on desktop
iOS 12 renders the character properly
iOS 13 renders empty square
When I set the CSS font-family to only a few options ('system-ui' is one), the character displays properly
To compare these, opened an empty tab and only added the symbol to the body of the HTML. This issue persisted. Just to be clear, when I have no CSS or extra markup on the page, this issue is showing up. Has anyone run into this? Did Apple remove unicode characters from some of their fonts?
iOS12:
iOS13:
I've finished my research and I'd like to say that the issue is exclusively in iOS and WKWebView. After an update to 13 version, iOS stopped recognizing a Ruble symbol ₽ and, for example, Azerbaijani manat ₼ and Check Mark Unicode Character (\u{2713}) in certain font sets.
This issue affected thousands of web pages even huge brands. So just changing a font to specific ones solved the issue, but it's an workaround sure.
the same issues for iOS13: 1, 2
As a workaround you can wrap separately the ruble sign in a font containing it. Helvetica Neue - contains the ruble sign ans it's preinstalled IOS font. For PC users you can use your default font like fallback.
span.ruble-icon {
font-family: "Helvetica Neue", sans-serif;
}
<span class="ruble-icon">₽</span>
I'm also faced this, iOS 13 not displaying Russian Ruble (₽) Unicode symbol :-
It's the default font on Macs, but rare on PCs. Since it's not technically web-safe, some people may have it and some people may not. If you want to use a font like that, without using #font-face, you may want to write it out in several different ways because it might not work the same for everyone."Helvetica Neue" it's working for me better try this
example:font-family: "Helvetica-Cyrillic", "Helvetica", "Helvetica Neue" ;
I am wanting to use Helvetica Neue Ultra Light in my Watchkit app. I have followed all of the instructions for adding a custom font (added to Extension bundle and added in Info.plist for Extension and Watchkit app), but NOTHING is working and it will never get used.
Really strange thing is, other ttf fonts that I have added DO work, it seems to just be some strange issue with Helvetica.
Where is Helvetica, and why can't I add it?
Edit: To clear things up and prevent what people think might be obvious answers.
Watchkit only includes the system font (San Francisco), it doesn't
expose all of the fonts that iOS has. (Ref:
devforums.apple.com/message/1096179#1096179) THIS is why I am trying
to include Helvetica.
Option 1
I had the same issue. I fixed it by including the - character between the font name and the name of its weight. In some ways, Xcode could recognize the font.
Try changing HelveticaNeueUltraLight.ttf into HelveticaNeue-UltraLight.ttf wherever possible (info.plist file and in the project folder).
Option 2
Open up the FontBook that comes included within your Mac. Install the font if you haven't already and look closely at the PostScript name of the font. If it differs from the name you are currently using in Xcode, then change it.
Option 3
If you can't still get this working, download the same font from another source.
I am currently developing an iOS app that works a lot with musical symbols. the symbols I would like to use are found on this page:
http://unicode-table.com/en/blocks/musical-symbols/
I am trying out a few examples like assigning the text directly to the label. So this is what I see in Xcode's interface builder:
And this is what I see in the simulator:
I also tried assigning it programatically (Swift code):
label.text = "\u{1D15D}"
But no luck that way either. However, if I send this to the console with println() the note character is correctly printed in the console.
Just in case I tried with a few system fonts and the result was the same (Default, Arial, Verdana and Times New Roman)
So my question/questions would be: Am I doing something wrong? Are these characters not supported by iOS' interface elements like UILabels? Or maybe the problem is in the font?
I would appreciate some help here :) let me know if you need more information than what I provided here.
This is a problem with the font. Very few fonts contain the musical symbols of Unicode. The “UFO” symbols that you see are probably generic symbols for “strange” characters not present in the font. You may need to find a suitable free font and try to bundle it with your application.
A few fonts contain at least some of the musical symbols. The most commonly known of them, FreeSerif, Quivira, and Symbola are listed (with samples) at the Fileformat.info site on page MUSICAL SYMBOL WHOLE NOTE (U+1D15D) Font Support. There is also the Musica font downloadable from the page Unicode Fonts for Ancient Scripts. (The common musical symbols aren’t that ancient, but the font contains also Byzantine musical symbols.)
Following the instructions here, I'm trying to use custom fonts on my game. The custom font works okay in iOS device but not on the android device I'm testing on. I've made sure to include the font file (.ttf) on my project folder and I'm using this to set the font:
if(system.getInfo("platformName") == "Android") then
label = display.newText("text", 100, 100, customfonthere, 38)
end
However, when I run the game on the device, the custom font doesn't work. Is there something I might be missing here? I've also tried the font name with and without the file extension.
UPDATE: Actually, never mind. I guess my font file was damaged somehow. I just deleted it on the project folder and copied it from one of my backup files.
For everyone else who encounter problems with using custom fonts in Corona, try deleting the font file and redownloading it from wherever you got the font file or if you have a backup of the font file somewhere, just copy it back to your project folder. My font file was damaged so when I deleted it and added it again, it worked.
Follow the instructions from here. If the font doesn't show on your simulator, don't panic like I did. It simply means the font isn't installed in your workstation but rest assured, it will work on the device.
Then just use the font like you would use any system fonts in corona. You don't have to put the file extension (ttf or otf) for android devices. At least that's how it is for mine.