Five pixel fonts for games: menus, HUDs, titles, dialogue and tiny screens. Each one comes as a TextMesh Pro font asset, with the accented letters of Western Europe.Works in any pipeline: the fonts are TextMesh Pro font assets, which draw the same in each. Tested in Built-in, URP (2D and Universal Renderer) and HDRP. In HDRP the demo scene's background colour comes from HDRP's camera settings instead; the text looks the same.Five pixel fonts for games: menus, HUDs, titles, dialogue and tiny screens. Each one comes as a TextMesh Pro font asset, with the accented letters of Western Europe.The fontsHearth (8 px): a friendly 5x8 font for menus and dialogueOrbit (8 px): square-cornered letters for sci-fi HUDs and terminalsMote (7 px): a 3x5 micro font for low-res games and tiny HUDsAnvil (9 px): a heavy font for titles, scores and buttonsQuill (10 px): a storybook serif for fantasy titles and textWhat's insideEvery font as a TextMesh Pro font asset made from its bitmap, point filtered, and as TTF.161 characters in each: printable ASCII, the accented letters from À to ÿ with Æ Ø ß, and ¡ ¿ « » ° € £. Enough for English, French, German, Spanish, Italian, Portuguese, Dutch and the Scandinavian languages.Pixel-perfect at each font's size and its multiples: every glyph checked against its pixel grid, from the TTF and the BMFont.A demo scene to type in and see the text at 1x to 4x.CompatibilityUnity 6.3 or later, with TextMesh Pro (built in).The code that sets every glyph on a pixel grid and builds the font files, and the package's C# scripts, were written with the help of AI (Anthropic's Claude); no generative image model. Every glyph is checked pixel for pixel.Unity 6.3 or later with TextMesh Pro; import TMP Essential Resources when Unity offers it.A Documentation.txt in the package's folder says what is where and how to use it.Try the demo scene in your browser: https://pikoulas.com/demos/pixel-fonts/The code that sets every glyph on a pixel grid and builds the font files, and the package's C# scripts, were written with the help of AI (Anthropic's Claude); no generative image model. Every glyph is checked pixel for pixel.




