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EXPORT FONT
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The most universal format — supported by nearly every OS, browser, and design software (Windows, macOS, Linux, web @font-face). The safest choice if the font will be used widely.
Similar data structure to TTF, commonly used by professional design software (Adobe, Affinity) and print workflows. Pick this if your target software specifically asks for .otf.
A compressed version of TTF/OTF built for the web — smaller file size, faster page loads. Supported by every modern browser. Use this for @font-face on older browser support targets.
Even smaller than WOFF thanks to better compression — the current standard for web fonts. Use this instead of WOFF unless you specifically need to support very old browsers.
AngelCode BMFont (text) format — the most widely supported by game engines: Unity, Godot, LibGDX, Phaser, Construct, and more. The safest choice if you're not sure what your target engine supports.
Same data as FNT, just wrapped in XML tags. Use this if your target tool/pipeline specifically expects an .xml file (e.g. some Starling/AIR setups).
Glyph position metadata in JSON format — easy to parse manually in JavaScript/Lua/Python. Good for custom loaders, PixiJS, or your own engine.
Just the atlas image, with no character position metadata file. Good if you only need a visual reference or plan to build your own metadata separately.