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You can generate and update the font atlas with the Font Asset Creator. To generate and update the font atlas, select Update Atlas Texture in the Font Asset’s 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
See in Glossary window.
The following table describes all the Font Asset creator properties:
| Property | Description |
|---|---|
| Source Font File | Source font to use to generate the font asset. |
| Sampling Point Size | Font size, in points, used to generate the font texture. The higher the Sampling Point Size, the better the rendering quality, but it takes more atlas space. This property has the following options:
|
| Padding |
Padding, in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary, between characters in the font atlas texture. |
| Packing Method | How to fit the characters into the font texture. Choose from the following options:
|
| Atlas Resolution | Width and height of the font texture, in pixels. A resolution of 512 x 512 is fine for most fonts if you only include ASCII characters. Fonts with more characters may require larger resolutions, or multiple atlases. For an SDF font, a higher resolution produces finer gradients, and therefore higher quality text. |
| Character Set | The characters in a font file aren’t included in the font Asset automatically. You must specify which ones you need. You can select a predefined character set, provide a list of characters to include, or include all the characters in an existing font asset or text asset. Choose from the following options:
|
| Render Mode | Mode to render the font atlas. |
| Get Kerning Pairs | Copy the kerning data from the font. Kerning data is used to adjust the spacing between specific character pairs to produce a more visually pleasing result. Note: It isn’t always possible to import kerning data. Some fonts store kerning pairs in their glyph positioning (GPOS) table, which is not supported. Other fonts do not store kerning pairs at all. |