Fonts and Texts
Fonts is a asset that represents a TrueType font that could be using to draw Text in your project. The available font file formats supported are .ttf and .otf .
Font atlas
Evergine uses the Multi-channel signed distance field technique to generate a prerender sprite font atlas from the original font file. A font atlas is typically stored in texture memory and used to draw text in real-time rendering contexts, the main issue with the traditional sprite-atlas is that the glyphs are prerender in a specified resolution, so if you use this sprite-atlas to render a big text or the camera is closed to the text, is possible detect loss of resolution and aliasing on the text. Multi-channel signed distance field allows to render font glyphs minimizing loss of resolution with diferent font size and even when the camera is closed to the text. Follow this link to read more details about this technique.
Default Font
Default Evergine project template imports the Evergine.Core package and this package includes the Arial Font. Text3D component uses Arial font as default you can create your own font asset and change it in the Text3D component. Fonts are a type of asset and have a dedicated Editor Font Editor.