![]() This has the advantage that it can save in download size and texture memory, especially when you are using a font which is commonly included in user systems, so you don’t have to include the font data, or when you need to support asian languages or large font sizes (which would make the font textures very large using normal font textures). Instead, it will use the FreeType font rendering engine to create the texture on the fly. When you set the Characters drop-down in the Import Settings to Dynamic, Unity will not pre-generate a texture with all font characters. Two assets are created during import: “font material” and “font texture”. These fonts will be tried in turn from left to right and the first one found on the gamers machine will be used.Īfter you import the font, you can expand the font in Project View to see that it has auto-generated some assets. Enter a comma-separated list of font names. Only available when Include Font Data is not selected. Note that fonts are subject to copyright and you should only include fonts that you have licensed or created for yourself. When not selected it is assumed that the end user will have the font already installed on their machine. When selected the TTF is included in the output of the build. This setting controls the packaging of the font when used with Dynamic font property. The styling applied to the font, one of Normal, Bold, Italic or BoldAndItalic. Import Settings specific to dynamic fonts Property: The amount of anti-aliasing applied to the font. Import Settings specific to non-dynamic fonts Property: Setting this mode to Dynamic causes Unity to use the underlying OS font rendering routines (see below). ![]() You can force the font to display only upper- or lower-case characters here The size of the font, based on the sizes set in any word processor ![]() To change the Size of the font, highlight it in the Project View and you have a number of options in the Import Settings in the Inspector. dfont files) and OpenType Fonts (.otf files). Supported Font formats are TrueType Fonts (.ttf or. To add a font to your project you need to place the font file in your Assets folder. Fonts can be created or imported for use in either the GUI Text or the Text Mesh Components. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |