![]() ![]() 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 See in Glossary mode, which tells Unity how to apply smoothing to the glyphs. By default, the main camera in Unity renders its view to the screen. The font rendering The process of drawing graphics to the screen (or to a render texture). Rendering mode A Standard Shader Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use. The size of the font, based on the sizes set in any word processor. See in Glossary 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, alowing you to inspect and edit the values. To change the Size of the font, highlight it in the Project View A view that shows the contents of your Assets folder (Project tab) More info 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 either the GUI Text or the Text Mesh Components A functional part of a GameObject. ![]()
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