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Question by captnemo · Apr 20, 2011 at 12:54 PM · editor-scriptingfont

Change Font using an Editor Script

Just getting into Editor Scripting!

I need to mass update a set of textmesh fonts,

eg;

var newFont : Font;
GetComponent(TextMesh).font = newFont;

but how do I specify newFont in the editor script? also I need to figure out how to set the Material for that font.

Thanks alot for your help in advance.

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Answer by StephanK · Apr 20, 2011 at 01:31 PM

Look at the class scriptableWizard and the example in the docs. This is what you need.

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Answer by captnemo · Apr 23, 2011 at 01:19 PM

Thanks spree, legend! Heres what I learned in case it helps someone else, save it into Assets/Editor/WizardChangeFont.cs then find it under the GameObject Menu.

using UnityEngine; using UnityEditor;

class WizardChangeFont : ScriptableWizard { public Font daFont; public Material daMaterial;

 [MenuItem ("GameObject/Change Font")]
 static void CreateWizard () {
     ScriptableWizard.DisplayWizard<WizardChangeFont>("Change Font","Apply");
 }
 void OnWizardCreate () {
         foreach (Object obj in Selection.objects) { 
         if (obj is GameObject) { 

                 // Check which component you want to work on (in this case: Transform) 
                 TextMesh objectio = ((GameObject)obj).GetComponent<TextMesh>(); 

                 if (objectio != null) { 
                     // do whatever you like to do ;-) 
                     objectio.font = daFont;
                 } 

                 // Check which component you want to work on (in this case: Transform) 
                 Renderer objectrio = ((GameObject)obj).GetComponent<Renderer>(); 

                 if (objectrio != null) { 
                     objectrio.material = daMaterial;
                 } 
         } 
     } 
 }  
 void OnWizardUpdate () {
     helpString = "Please set the font!";
 }   

}

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