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AssetImporter for importing Fonts
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
fontSize |
Font size to use for importing the characters. |
fontTextureCase |
Use this to adjust which characters should be imported. |
fontRenderMode |
How to render the font when generating the font Texture |
includeFontData |
If this is enabled, the actual font will be embedded into the asset for Dynamic fonts. |
use2xBehaviour |
If this is enabled, font layouting will be the same as in Unity 2.x. |
fontNames |
An array of font names, to be used when includeFontData is set to false. |
fontTTFName |
The internal font name of the TTF file. |
style |
Default style to use for dynamic fonts. |
IsFormatSupported |
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assetPath |
The path name of the asset for this importer (Read Only) |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
GetAtPath |
Retrieves the asset importer for the asset at path. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Instantiate.<T> |
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Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |