AssetImporter for importing Fonts.
ascentCalculationMode | Calculation mode for determining font's ascent. |
characterPadding | Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader). |
characterSpacing | Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader). |
customCharacters | A custom set of characters to be included in the Font Texture. |
fontNames | An array of font names, to be used when includeFontData is set to false. |
fontReferences | References to other fonts to be used looking for fallbacks. |
fontRenderingMode | Font rendering mode to use for this font. |
fontSize | Font size to use for importing the characters. |
fontTextureCase | Use this to adjust which characters should be imported. |
fontTTFName | The internal font name of the TTF file. |
includeFontData | If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. |
GenerateEditableFont | Create an editable copy of the font asset at path. |
assetBundleName | Get or set the AssetBundle name. |
assetBundleVariant | Получите или установите любые пользовательские данные. |
assetPath | Имя пути ассета для этого импортера. (Read Only) |
userData | Получите или установите любые пользовательские данные. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
SaveAndReimport | Save asset importer settings if asset importer is dirty. |
SetAssetBundleNameAndVariant | Получите или установите любые пользовательские данные. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
GetAtPath | Восстанавливает импортер ассетов для ассета в path. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Returns a copy of the object original. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |