To update the Clear Dynamic Data on Build option:Thought I would add to this thread as it somewhat relates. ![]() The "Clear Dynamic Data on Build" performs the same function as the "Clear Dynamic Data" context menu option but performs this operation when creating a build as well as when closing the Editor. This preserves the custom ligatures, kernings, and diacritical marks you added to the font asset when clearing the atlas. This option preserves all font feature table data such as Ligatures, Glyph Adjustment, Mark to Base, Mark to Mark, etc. The Clear Dynamic Data context menu option clears the character and glyph tables as well as the font asset's atlas texture which is also resized back to size zero. Expand the top right menu in the FontAsset Inspector.This option also clears the font asset's atlas texture and resets it back to size zero. The Reset context menu option clears all tables which includes the Character and Glyph tables along with all font features tables such as the Ligature, Glyph Adjustment, Mark to Base, Mark to Mark tables. In the FontAsset inspector, navigate to the Generation Settings section.To update the Get Font Features option on a FontAsset: 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.
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