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Give GUI.Label A Particular Font? - Simple
Hello,
I have a simple GUI.Label in my script - and instead of using the default font, is it possible to assign ONLY this label a font I imported?
Here is my code:
GUI.Label (Rect (60, 20, 100, 20), ""+Controller.KillZoneMax);
Thanks
Answer by Scribe · Apr 01, 2011 at 08:41 PM
hi there, this is how I would do it:
var MyFont : Font;
function OnGUI () {
GUI.skin.font = MyFont;
GUI.Label (Rect (60, 20, 100, 20), ""+Controller.KillZoneMax);
set up a variable MyFont as class type Font and in the inspector drag your imported font.
then inside your OnGUI function change the font to your chosen one.
I should warn you that if you have other labels written after you have stated the font change they will all use this font so move this one and any others you want not to have the default font to the bottom of the function.
hope this helps
Scribe
Untested but hopefully this will be correct:
public Font $$anonymous$$yFont;
void OnGUI () {
GUI.skin.font = $$anonymous$$yFont;
GUI.Label (new Rect (60, 20, 100, 20), ""+Controller.$$anonymous$$illZone$$anonymous$$ax);
}
Answer by PlasmaRaven · Mar 24, 2020 at 06:29 AM
i need help i have a mod for a game mysummercar here is the codeing that im trying to change the font how do i do that i do have assets turned on in visual studio but dont know how to do the rest please help
GUIStyle myButtonStyle = new GUIStyle(GUI.skin.button);
myButtonStyle.fontSize = 40;
Font myFont = (Font)Resources.Load("Fonts/comic", typeof(Font));
myButtonStyle.font = myFont;
bool flag20 = GUI.Button(new Rect(Screen.width - 170, 880, 145, 60), "OPEN", myButtonStyle);
i have assets turned to true on top witch made a folder thats empty in the game directory under assets
also how would i add a font like bold or a file thats on my pc that is a font file to my mod
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