Advanced Text Generator is a text rendering module that employs Harfbuzz, ICU, and FreeType to deliver comprehensive Unicode support and text shaping capabilities.
With Advanced Text Generator, you can use a wide array of languages and scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary, such as right-to-left (RTL) languages like Arabic and Hebrew.
To use Advanced Text Generator, you must use a font asset that supports the language you want to use. For example, if you want to use Arabic, you must use a font asset that supports Arabic. Advanced Text Generator only supports dynamic font assets. Before using Advanced Text Generator in your project, you must import the font into your project and create a dynamic font asset from it.
To use Advanced Text Generator in UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Builder, do the following:
VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More infoTo use Advanced Text Generator in USS, set -unity-text-generator
to advanced
. For example:
.labelText {
-unity-text-generator: advanced;
}
To use Advanced Text Generator in C# scripts, set TextGeneratorType
to Advanced
. For example:
textElement.style.unityTextGenerator = new StyleEnum<TextGeneratorType>(TextGeneratorType.Advanced);
The Language Direction is a global UXML attribute that corresponds to the to the dir property in HTML. This attribute sets the default text direction for any VisualElement and cascades to child elements.
The Language Direction also impacts the ellipsis position, punctuation placement and, once support for the :dir() pseudo-state is added, allows to apply styles conditionally based on the text direction.
We also plan to support the auto
value in future releases. The auto
value dynamically determines the text direction by analyzing the Unicode characters in the text block. It counts the number of strong directional characters (LTR or RTL) and sets the direction based on the higher count.
This section explains how cursor movement behaves in Unity’s Input Fields when handling bidirectional text (BIDI text).
Unity currently follows a Logical Cursor Movement
approach. This means the cursor moves through bidirectional text based on the direction of the segment of text. For example, using the left arrow key in a sentence with Arabic and English text, it moves right-to-left through Arabic, then jumps at the leftmost character in the English segment and continues left-to-right until it reaches the end of the segment.
Some application follow a Visual Cursor Movement
approach. This means the cursor moves to the next visual character regardless of the direction of the text, which can sometimes feel more intuitive for users. We plan to make the cursor movement mode an option in future releases.
Advanced Text Generator has the following limitations:
Some features are not yet supported but are planned for future releases:
<sprite>
, <size>
, <font>
, <space>
, <mark>
, and a few others.When you use Advanced Text Generator, your project includes an icudt73l
file that has a significant memory footprint of 4.8MB
. This will be improved in future releases.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.