@imtrobin: You typically only include those characters that you need, and when using distance maps you can get away with quite small single-channel textures. For example, you can easily fit a very high quality ASCII set on a 256x256 Alpha-8 texture, which is 64KB, or 85.3KB with mipmaps. Jumping to four times that size - 512x512 - you could include a few hundred more characters before you'd need to reduce the quality. However, it will become troublesome when you want access to thousands of Chinese characters. @rocki: I really want it to, but Unity's current dynamic text API is simply not up to the task. It's not flexible enough, lacks basic font data, and cannot be dynamic without memory pollution and thus causing Garbage Collection woes. I have reasons to believe that Unity 4.6 will bring us improved dynamic text along with the new GUI. I will reassess the possibilities when that happens.