UnityGame/Library/PackageCache/com.unity.ugui/Documentation~/TextMeshPro/RichTextFont.md

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2024-10-27 10:53:47 +03:00
# Font
You can switch to a different font using `<font="fontAssetName">`.
The font you specify replaces the default font until you insert a closing `<font>` tag. Font tags can be nested.
You can also use the `material` attribute to switch between different materials for a single font.
You must place the font and material assets in the directory that is specified in the **TextMesh Settings > Default Font Asset > Path** field. The default path is `Assets/TextMesh Pro/Resources/Fonts & Materials`. If you don't have it in your project, select **Window > TextMeshPro > Import TMP Essential Resources** to add it. For more information, refer to [Importing required resources into projects](index.md).
To revert to the default font:
* Close all open font tags using `</font>` tag
* Use another `<font>` tag and set the font Asset name to `default`
**Example:**
```
Would you like <font="Impact SDF">a different font?</font> or just <font="NotoSans" material="NotoSans Outline">a different material?
```
![Example image](../images/TMP_RichTextFont.png)<br/>
_Mixing fonts and materials_