
Two assets are created during import: “font material” and “font texture”. Note that fonts are subject to copyright and you should only include fonts that you have licensed or created for yourself.Ī list of fallback fonts to use when fonts or characters are not available (see below).Īfter you import the font, you can expand the font in Project View to see that it has auto-generated some assets. When not selected it is assumed that the end user will have the font already installed on their machine. When selected the TTF is included in the output of the build. This setting controls the packaging of the font when used with Dynamic font property.


Import Settings specific to dynamic fonts Property: Setting this mode to Dynamic causes Unity to embed the font data itself and render font glyphs at runtime (see below). The character set of the font to import into the font texture The font rendering mode, which tells Unity how to apply smoothing to the glyphs. The size of the font, based on the sizes set in any word processor. To change the Size of the font, highlight it in the Project View and you have a number of options in the Import Settings in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.

Supported Font formats are TrueType Fonts (.ttf files) and OpenType Fonts (.otf files). To add a font to your project you need to place the font file in your Assets folder.
