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Question by morothar · Jan 12, 2010 at 09:50 AM · editor-scriptingfont

Access to Custom Font Asset in Editor Scripts, no Custom Font Class?

Hi,

we are creating a game with several bitmap fonts that will be created via a custom editor (supports several different styles, outlines, etc.). To import these fonts into Unity we'd like to create a short editor script, parsing kerning information from a descriptor file.

So far I wasn't able to either create a new 'custom font' asset from script nor accessing one. There seems to be no Class for Custom Fonts from what I see in the documentation.

Is there really no Class for custom fonts or is it just undocumented?

Thx, Morothar

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avatar image Cyclops · May 01, 2010 at 02:24 PM 0
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@loginmorothar, if you think an answer is good, you should also upvote it (in addition to checkmark), plus any other good answers you see - this helps everyone, by highlighting good answers and raising people's reputation.

avatar image ForceMagic_Legacy · Nov 24, 2010 at 09:36 PM 0
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How's your font are doing, I'm having problem to use optimized fonts because of those fixed-width grid.

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Answer by jonas-echterhoff · Jan 12, 2010 at 01:41 PM

While there is no exposed API to edit these values, you should be able to use the SerializedObject and SerializedProperty classes to do so - see the docs for those classes for an example of usage.

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avatar image morothar · Jan 14, 2010 at 10:48 AM 0
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Not really what I hoped for, but a feasible solution. Thx :)

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