Version: Unity 6 (6000.0)
Language : English
Advanced Text Generator
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UITK Text Settings assets

UI Toolkit stores project-wide text settings in the UITK Text Settings asset. UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
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Toolkit uses a default UITK Text Settings asset for your text objects.

For runtime UI, you can create and assign a UITK Text Settings asset to the Panel Setting asset, and edit the text setting properties:

  • To create a UITK Text Settings, select Assets > Create > UI Toolkit > Text Settings. This creates a UITK Text Settings asset with the default values.
  • To assign a UITK Text Settings to a Panel Setting, select the Panel Setting and drag the UITK Text Settings to the Text Settings field in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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    window.

Note: In the current release, you can’t change the default UITK Text Settings for Editor UI.

This section describes all the properties for the UITK Text Settings asset. The UITK Text Settings asset controls the default values for all text objects used within that Panel.

You can edit the paths to store the font assets, spriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
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assets, custom style sheets, and the color gradient presets. The paths must be a sub-folder of a Resources folder. Create a Resources folder if you don’t have one in your project.

Default Font Asset

After you create a font asset from a font file, you must place it in the path set to store all the font assets.

Property Description
Default Font Asset Default font to use when you create a new text object.
Path Path to store all the font assets.

Fallback Emoji Text Assets

Manage the global fallback font assets list for this font asset.

Note: The local fallback set in the Font Asset Properties has precedence over the global fallback .

Property Description
Text Asset List Select + and - to add and remove font slots.
Click the circle icon next to a font to open an Object Picker where you can choose a font asset.
Drag the handles on the left side of any font asset to reorder the list.

Dynamic Font System Settings

Project-wide settings to handle missing glyphs.

Property Description
Missing Character Unicode Unicode of the character to use when a missing glyph isn’t in any of the fallback fonts.

The default value of 0 produces the outline of a square.
Clear Dynamic Data on Build Clear all dynamic data and restore the font asset back to its default creation and empty state.
Disable Warnings Enable this if you don’t want to log a warning for every missing glyph.

Default Sprite Asset

After you create a sprit asset, you must place it in the path set to store all the sprite assets. You can set a default sprite asset and reference the sprites in the default sprite asset by index or sprite name.

Property Description
Default Sprite Asset Sprite asset to use by default.
Missing Sprite Unicode Unicode of the sprite for a missing sprite.
Path Path to store all the sprite assets.

Sprite Asset Fallback

The fallback list set in the Panel Text Setting is called the global fallback. The local fallback set in the Sprite Asset has precedence over the global fallback list.

Property Description
Sprite Asset Fallback List Add or remove a sprite asset in the fallback list. You can also drag the handles on the left side of any sprit asset to reorder the list.

Default Style Sheet

After you create a custom style sheet, you must place it in the path set to store all the custom style sheet assets.

Property Description
Default Style Sheet Default style sheet to use by all text objects in the project.
Path Path to store all the custom style sheet assets.

Color Gradient Presets

Set the path to store all color gradients presets.

Property Description
Path Path to store the Color Gradient presets.

Line Breaking for Asian Languages

To get correct line-breaking behavior for Asian languages, specify which characters behave as leading and following characters.

Property Description
Leading Characters Specify the text file that contains the list of leading characters.
Following Characters Specify the text file that contains the list of following characters.
Korean Line Breaking Rules Enable this to use modern rules.

Additional resources

Advanced Text Generator
Fallback font