How to change kerning size of fallback font?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By Skript-Kitty

Video Explaination : https://www.youtube.com/watch?v=7jIQ1C6SzA4 (Has video to go with the text, as I suck at explaining with text alone)

Hello!

I’m normally able to figure things out on my own, but this has be frustrated so I decided to go to the forums.

I’m working on a project that has a 90’s DOS aesthetic, and thus you have a computer you can work at.

I wanted to be able to localize the game, so I downloaded the font, Unifont, and imported it as a backup font to the font I made for the game.

However, the font is just barely bigger than the base font (by around 2 pixels), this results in some elements getting messed up if certain characters don’t fit into the base font.

I know in Godot 3.0 you had dynamic fonts, which had a property called extra spacing, and by using negative numbers on the “top” or “bottom” values, it would change the size of the kerning of the font. This would be perfect, but I can’t find a way to do this in Godot 4.0.

I tried using a font variation instead of just using the font file, but that doesn’t seem to work either.

I know this might make some characters go into each other, but for what I need it will work fine.

If anyone has any ideas or answers, please let me know; thank you!

NOTE: I just decided to just go back and increase the size of my base font by two pixels, but an answer to the question would still be appreciated!

Skript-Kitty | 2023-05-22 19:26