pub struct TrueTypeFontImporter {Show 27 fields
pub m_FontNames: Vec<String>,
pub m_FontSize: i32,
pub m_ForceTextureCase: i32,
pub m_IncludeFontData: bool,
pub m_Name: String,
pub m_AscentCalculationMode: Option<i32>,
pub m_AssetBundleName: Option<String>,
pub m_AssetBundleVariant: Option<String>,
pub m_CharacterPadding: Option<i32>,
pub m_CharacterSpacing: Option<i32>,
pub m_CustomCharacters: Option<String>,
pub m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>,
pub m_FallbackFontReferences: Option<Vec<PPtr>>,
pub m_FileIDToRecycleName: Option<Vec<(i32, String)>>,
pub m_FontColor: Option<ColorRGBA>,
pub m_FontName: Option<String>,
pub m_FontRenderingMode: Option<i32>,
pub m_NewHashIdentity: Option<MdFour>,
pub m_OldHashIdentity: Option<MdFour>,
pub m_Output: Option<Output>,
pub m_RenderMode: Option<i32>,
pub m_ShouldRoundAdvanceValue: Option<bool>,
pub m_Style: Option<i32>,
pub m_Use2xBehaviour: Option<bool>,
pub m_UseLegacyBoundsCalculation: Option<bool>,
pub m_UsedFileIDs: Option<Vec<i64>>,
pub m_UserData: Option<String>,
}Expand description
TrueTypeFontImporter is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: AssetImporter for importing Fonts.
Fields§
§m_FontNames: Vec<String>An array of font names, to be used when includeFontData is set to false.
m_FontSize: i32Font size to use for importing the characters.
m_ForceTextureCase: i32§m_IncludeFontData: boolIf this is enabled, the actual font will be embedded into the asset for Dynamic fonts.
m_Name: StringThe name of the object.
m_AscentCalculationMode: Option<i32>Calculation mode for determining font’s ascent. i32: (5.3.4f1 - 2022.3.2f1)
m_AssetBundleName: Option<String>Get or set the AssetBundle name. String: (5.0.0f4 - 2022.3.2f1)
m_AssetBundleVariant: Option<String>Get or set the AssetBundle variant. String: (5.0.0f4 - 2022.3.2f1)
m_CharacterPadding: Option<i32>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). i32: (4.0.0 - 2022.3.2f1)
m_CharacterSpacing: Option<i32>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). i32: (4.0.0 - 2022.3.2f1)
m_CustomCharacters: Option<String>A custom set of characters to be included in the Font Texture. String: (3.5.0 - 2022.3.2f1)
m_ExternalObjects: Option<Vec<(SourceAssetIdentifier, PPtr)>>Vec<(SourceAssetIdentifier, PPtr<[Object]>)>: (2017.2.0b2 - 2022.3.2f1)
m_FallbackFontReferences: Option<Vec<PPtr>>Vec<PPtr<Font>>: (5.2.0f2 - 2022.3.2f1)
m_FileIDToRecycleName: Option<Vec<(i32, String)>>Vec<(i32, String)>: (3.4.0 - 3.4.2)
m_FontColor: Option<ColorRGBA>ColorRGBA: (3.5.0 - 4.1.5)
m_FontName: Option<String>String: (5.5.0f3 - 2022.3.2f1)
m_FontRenderingMode: Option<i32>Font rendering mode to use for this font. i32: (4.0.0 - 2022.3.2f1)
m_NewHashIdentity: Option<MdFour>MdFour: (3.4.0 - 3.4.2)
m_OldHashIdentity: Option<MdFour>MdFour: (3.4.0 - 3.4.2)
m_Output: Option<Output>Output: (4.0.0 - 2022.3.2f1)
m_RenderMode: Option<i32>i32: (3.4.0 - 3.5.7)
m_ShouldRoundAdvanceValue: Option<bool>Set this property to true if you want to round the internal advance width of the font to the nearest integer. bool: (2018.1.0b2 - 2022.3.2f1)
m_Style: Option<i32>i32: (3.4.0 - 3.5.7)
m_Use2xBehaviour: Option<bool>bool: (3.4.0 - 5.3.3f1)
m_UseLegacyBoundsCalculation: Option<bool>bool: (5.6.5f1 - 2022.3.2f1)
m_UsedFileIDs: Option<Vec<i64>>Vec
m_UserData: Option<String>Get or set any user data. String: (4.0.0 - 2022.3.2f1)