One font, every kit
Fonts aren't colored in. The plugin uses each kit's number color and outline color, so one font works on the home, away and third kits.
Football Manager 27 prints every name and number in the same font. This BepInEx plugin puts your own fonts on the kits in 3D matches, for a club, one of its kits or a whole competition, in each kit's number and outline colors.

Fonts aren't colored in. The plugin uses each kit's number color and outline color, so one font works on the home, away and third kits.
Give a club its own font, use a different one for its third kit, or one font for every club in a league. A league font goes before a club's own; one setting turns that around.
Names and numbers go where FM27 puts its own, at the same size. Names that are too long are narrowed to fit the back.
A font is two pictures, the numbers and the letters, laid out like PES's number and name textures.
Letters the font doesn't have are written without their accent (Ä as A) or spelled out (ß as SS), and a missing hyphen becomes a space.
Fonts live in your graphics folder, next to your kits. A name with a character the font has nothing for, like a Cyrillic letter, keeps the game's own font; the number keeps yours.

A font is numbers.png with the digits 0 to 9 in one row and letters.png with A to N and O to Z plus a period in two rows (an apostrophe and a hyphen after the period are optional), each character as wide as it is with some space between them. Red is where the kit's number color goes and green where its outline color goes, on black or see-through.
config.xml includedconfig.xml next to the pictures maps them to a club, one of its kits, a competition or every kit, like a kit pack (see below)A font's config.xml sits next to its two pictures and maps them like a kit pack maps kits. The ids are the game's unique ids, as in kit and logo packs. Numbers and letters are picked separately, so a font with only numbers can go with another font's letters.
<record>
<boolean id="preload" value="false"/>
<list id="maps">
<record from="numbers" to="graphics/pictures/team/904/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/team/904/kit_fonts/letters"/>
</list>
</record>Every kit the club wears, home, away and third. This is the config above, for club 904.
<record from="numbers" to="graphics/pictures/team/904/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/team/904/kit_fonts/letters"/>Only that kit, before the club's own font: home, away or third. The goalkeeper wears the font of the kit the team plays in.
<record from="numbers" to="graphics/pictures/team/904/kit_fonts/third/numbers"/>
<record from="letters" to="graphics/pictures/team/904/kit_fonts/third/letters"/>Every club in that competition's matches, before the clubs' own fonts. Set TeamFontsFirst to let a club's own font win.
<record from="numbers" to="graphics/pictures/comp/11/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/comp/11/kit_fonts/letters"/>Every kit without a font of its own, with no club or competition in the path.
<record from="numbers" to="graphics/pictures/kit_fonts/numbers"/>
<record from="letters" to="graphics/pictures/kit_fonts/letters"/>Made from PES's Premier League number and name textures, mapped to the league's clubs.

The digits keep the league's badge and the letters end with the period, as in PES. The sheets don't say what color the print is: that comes from the kit.
graphics/pictures/comp/11/kit_fonts/numbers and …/lettersThe FM27 Kit Font Maker turns a font file, PES font textures or FIFA numbers into both sheets and the config.xml, ready for your graphics folder.

Start from a TTF or OTF font and set its outline, corners, shadow and slant, from PES's number and name textures (.ftex, .dds or PNG), or from a folder of FIFA number pictures with a font file for the names.
config.xmlTo use Kit Fonts, you need BepInEx 6, a mod loader for Unity games. You only have to set it up once.
Download the latest BepInEx 6 bleeding edge build for Unity IL2CPP, Windows x64 (build 791 or newer) from builds.bepinex.dev and extract it into your FM27 folder, next to fm.exe. BepInEx 5 and older builds aren't compatible with FM27.
The first start with BepInEx takes a few minutes. Close the game once you reach the main menu.
Extract the downloaded zip into the same FM27 folder, so KitFonts.dll is in BepInEx\plugins\KitFonts. It updates itself from then on.
Put font folders with their config.xml into your graphics folder, Documents\Sports Interactive\Football Manager 27\graphics, like kit packs. They show in the next match.
With the FM27 Kit Font Maker: pick a TTF or OTF font and set its outline, shadow and slant, upload PES's number and name textures (.ftex, .dds or PNG), or use FIFA numbers with a font for the names. It previews the picture the plugin draws and downloads both sheets with a config.xml for a club, a kit or a competition.
From the kit the player wears: its number color for the red parts of the font and its number outline color for the green parts, the colors the game has for that kit.
Accented letters are written without the accent and letters like ß or Ø are spelled out. A name with characters the font has nothing for, like Cyrillic letters, keeps the game's own font, so no shirt is left blank.
The competition's font first, then the font of the kit the club wears, then the club's font, then a font for every kit. Set TeamFontsFirst to true in BepInEx\config\com.fmkitcreator.fm27.kitfonts.cfg to put a club's own font before its competition's.
Yes: the [Layout] settings in the plugin's config file set where they go and how big they are, in units of the game's 512 by 512 number picture. A font can also move or resize itself with a .json file next to its picture.
Delete the BepInEx\plugins\KitFonts folder. Your fonts stay in the graphics folder and do nothing without the plugin.
For Football Manager 27 on Windows, with BepInEx 6. In early access: it updates itself as it gets better.