Pixel size depends on your screen resolution. Adjusting the font size effectively changes how many pixels The smallest unit in a computer image. Unlike many applications you might be familiar with, fonts in Unity are converted into textures, and the glyphs that you display are rendered using textured quads A primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space. Two assets are created during import: “font material” and “font texture”. Note that fonts are subject to copyright and you should only include fonts that you have licensed or created for yourself.Ī list of fallback fonts to use when fonts or characters are not available (see below).Īfter you import the font, you can expand the font in Project View to see that it has auto-generated some assets. 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. Import Settings specific to dynamic fonts Property: Setting this mode to Dynamic causes Unity to embed the font data itself and render font glyphs at runtime (see below). The character set of the font to import into the font texture The font rendering mode, which tells Unity how to apply smoothing to the glyphs. 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 A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Supported Font formats are TrueType Fonts (.ttf files) and OpenType Fonts (.otf files). To add a font to your project you need to place the font file in your Assets folder. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. A GameObject can contain any number of components. Fonts can be created or imported for use in the Text Mesh Component A functional part of a GameObject.
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