Thanks, I appreciate that and hope to continue on it soon.
Dead Revolver
Creator of
Recent community posts
Hi,
Sorry I haven’t been adding a lot of new animations recently. Got caught up with work projects and barely any free time. I’ve added these to the list, but unfortunately, I can’t say exactly when I’ll be able to create them. I really apologize and hope I get more free time soon to add these.
Thanks for the suggestions and congratulations on your prototype.
Hi Asago,
Thanks for confirming, I understand now. Apologies for the late response over the weekend.
Could I kindly ask if you could send me an email to deadrevolvermusic@gmail.com so I can send you the newly created indicators to confirm if they are correct before I add them to the asset and release the update?
Thank you.
Sorry for my late reply. It doesn’t show in the font installer, but should show when used in the engine or anywhere else. I tested it in Unity and it is working as shown in this screenshot:

Can I ask if you could send me a screenshot of what it looks like when you try to use these characters in Unity? Thank you.
Hi,
Oh I understand what you mean now. To ensure dynamic switching between idle and running with the attacks, the best solution would be to use the separated parts in the separated folder. This will allow you to animate the lower body and upper body separately. Let me know if you come right with this or need any help.
Hi. Thanks for the feedback.
They should be available and seem to work as expected for the OTF and TTF fonts. Just to confirm, in case I might be misunderstanding, do you mean characters like: àáâãçéêíóôõúÀÁÂÃÇÉÊÍÓÔÕÚºª«»
And could I ask which font specifically you are experiencing this with, or is it all of them?
Thanks.
Hi - I’m so sorry I missed this response. So basically you just divide 1000 by the duration in milliseconds to get the FPS because of 1000ms being one second. So 100ms in Unity FPS would be 1000 / 100 = 10 And 120ms would be 1000 / 120 = 8 (rounded down)
Don’t apologize - I’m happy to help wherever I can.













