Version: Unity 6.6 Alpha (6000.6)
Language : English
Set language direction
Fallback font

Panel Text Settings assets

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:

  • To create a Panel Text Settings, select Assets > Create > UI Toolkit > Text > Panel Text Settings.
  • To assign a Panel Text Settings to a Panel Setting, select the Panel Setting and drag the Panel Text Settings asset to the Panel Text Settings field in the 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.

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.

Default Font Asset

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.

Font Asset Fallback

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.

Dynamic Font System Settings

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.

Default Sprite Asset

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.

Fallback Emoji Text 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.

Default Style Sheet

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.

Color Gradient Presets

Set the path to store all color gradients presets.

Property Description
Path Path to store the Color Gradient presets.

Additional resources

Set language direction
Fallback font