Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Font

class in UnityEngine

/

Inherits from:Object

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Implemented in:UnityEngine.TextRenderingModule

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Description

Script interface for font assets.

You can use this class to dynamically switch fonts on Text Meshes.

Additional resources: TextMesh.

Properties

ascentThe ascent of the font.
characterInfoAccess an array of all characters contained in the font texture.
dynamicIs the font a dynamic font.
fontSizeThe default size of the font.
lineHeightThe line height of the font.
materialThe material used for the font display.

Constructors

FontCreate a new Font.

Public Methods

GetCharacterInfoGet rendering info for a specific character.
HasCharacterDoes this font have a specific character?
RequestCharactersInTextureRequest characters to be added to the font texture (dynamic fonts only).

Static Methods

CreateDynamicFontFromOSFontCreates a Font object which lets you render a font installed on the user machine.
GetMaxVertsForStringReturns the maximum number of verts that the text generator may return for a given string.
GetOSInstalledFontNamesGet names of fonts installed on the machine.
GetPathsToOSFontsGets the file paths of the fonts that are installed on the operating system.

Events

textureRebuiltSet a function to be called when the dynamic font texture is rebuilt.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.