UI Toolkit stores project-wide text settings in the Panel Text Settings asset. UI Toolkit uses a default Panel Text Settings asset for your text objects.
For runtime UI, you can create and assign a Panel Text Settings asset to the Panel Setting asset, and edit the text setting properties:
Note: In the current release, you can’t change the default Panel Text Settings for Editor UI.
This section describes all the properties for the Panel Text Settings asset, which 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
See in Glossary 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.
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. |
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 list.
| Property | Description |
|---|---|
| Font Asset Fallback List | Select + and - to add and remove font slots. Select 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. |
Project-wide settings to handle missing glyphs.
| Property | Description |
|---|---|
| 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. |
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. |
| Path | Path to store all the sprite 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. Select 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. |
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. |
Set the path to store all color gradients presets.
| Property | Description |
|---|---|
| Path | Path to store the Color Gradient presets. |