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RTL editor unity text mesh pro
RTL editor unity text mesh pro







RTL editor unity text mesh pro
  1. RTL EDITOR UNITY TEXT MESH PRO HOW TO
  2. RTL EDITOR UNITY TEXT MESH PRO PRO

Includes the visible characters in the extended ASCII character set. Includes the visible characters in the ASCII character set. You can select a predefined character set, provide a list of characters to include, or include all of the characters in an existing font Asset or text Asset. The characters in a font file aren't included in the font Asset automatically. When using an SDF font, a higher resolution produces finer gradients, and therefore higher quality text. Fonts with more characters may require larger resolutions, or multiple atlases. Set the size width and height of the font texture, in pixels.Ī resolution of 512 x 512 is fine for most fonts, as long as you are only including ASCII characters. Use this setting when testing out font Asset creation settings. Use this setting to generate the final font texture.Ĭomputes character packing more quickly, but may use a smaller font size than Optimum mode.

RTL EDITOR UNITY TEXT MESH PRO HOW TO

Specify how to fit the characters into the font texture.įinds the largest possible automatic font size that still fits all characters in the texture. The larger the padding, the smoother the transition, which allows for higher-quality rendering and larger effects, like thick outlines.Ī padding of 5 is often fine for a 512x512 texture.

RTL editor unity text mesh pro

Padding provides the space required to render character separately, and to generate the SDF gradient (See the documentation on Font Assets for details). Specify the space, in pixels, between characters in the font texture. Use this setting to achieve pixel-accurate control over bitmap-only fonts. Use the largest point size possible while still fitting all characters on the texture. Set the font size, in points, used to generate the font texture.

RTL EDITOR UNITY TEXT MESH PRO PRO

You can use one of the default TextMesh Pro font assets, or import your own. This font is not included in project builds, unless you use it elsewhere in the project, or put it in a Resources folder. Select a font from which to generate a Text Mesh Pro font Asset. You must save the Asset to a Resources folder to make it accessible to TextMesh Pro. The atlas, and information about the font Asset appear in the texture preview area.Ĭontinue adjusting the settings and regenerating the atlas until you're satisfied with the result.Ĭlick Save or Save as. This the Unity font Asset that you want to convert into a TextMesh Pro font Asset.Īdjust the Font Settings as needed, then click Generate Font Atlas to create the atlas texture For more information about importing fonts into Unity, see the documentation on Fonts in the Unity manual.įrom the menu, choose: Window > TextMesh Pro > Font Asset Creator to open the Font Asset Creator.Ĭhoose a Source Font File. ttf file) you want to use into the project. Creating a font Assetīefore you start, make sure that you've already imported the font (usually a TrueType. When you create a new font Asset, TextMesh Pro generates the Asset itself, as well as the atlas texture and material for the font.Īfter you create a TextMesh Pro font Asset, you can delete the Unity font Asset you used as a source, although you may want to keep it in the Scene in case you need to regenerate the TextMesh Pro font Asset. You can use it to create both Signed Distance Field (SDF) fonts and bitmap fonts. The Font Asset Creator converts Unity font assets into TextMesh Pro font assets.









RTL editor unity text mesh pro