Disabling this option will prevent extracting font features. This option determines if OpenType font features should be retrieved from the source font file as new characters and glyphs are added to the font asset. The Hinted rater atlases align glyph pixels with texture pixels to produce a smoother result. They almost always produce text with jagged, pixellated edges. Raster/Raster Hinted: Raster atlases are un-smoothed bitmap textures. Transforming text generated from a smooth atlas blurs the text edges. ![]() Smooth atlases work well for static text that is viewed head on, in situations where there is a good correspondence between texture pixels and screen pixels. A Hinted smooth atlas aligns glyph pixels with texture pixels to produce a smoother result. Smooth/Hinted Smooth: This type of atlas is an antialiased bitmap texture. This is the recommended Font Asset type for most applications because SDF atlases produce text that is smooth when transformed. Types of font atlasįont Assets can have the following types of font atlas:ĭistance Field: This type of atlas contains signed distance field (SDF) information. ![]() To create an empty TextMesh Pro font asset, select a Unity font Asset and then select Asset > Create > TextMeshPro > Font Asset from the menu. An empty font asset does not contain any characters by default, you must add them later. You can also create an empty TextMesh Pro font Asset from the Unity main menu. To create a TextMesh Pro font Asset, use the TexMesh Pro Font Asset Creator. To change the default folder for font assets, got to the TextMesh Pro settings and set the Default Font Asset > Path option. Font material: a material that controls the appearance of TextMesh Pro text using one of the TextMesh Pro shaders.įont assets must be in a specific folder so TextMesh Pro can find them and include them in builds. ![]() Font atlas: a black and white or grayscale texture file that contains all of the characters included in the font Asset.You create TextMesh Pro font assets from Unity font assets.Įvery TextMesh Pro font Asset has two sub-Assets: TextMesh Pro has its own font Asset format that is distinct from, but related to, Unity's regular font Asset format. To use different fonts with TextMesh Pro, you need to create font assets.
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