using UnityEngine; using UnityEditor; using System.Linq; using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine.TextCore; using UnityEngine.TextCore.LowLevel; using TMPro; namespace TMPro { public static class TMP_FontAsset_CreationMenu { [MenuItem("Assets/Create/TextMeshPro/Font Asset Variant", false, 105)] public static void CreateFontAssetVariant() { Object target = Selection.activeObject; // Make sure the selection is a font file if (target == null || target.GetType() != typeof(TMP_FontAsset)) { Debug.LogWarning("A Font file must first be selected in order to create a Font Asset."); return; } // Make sure TMP Essential Resources have been imported in the user project. if (TMP_Settings.instance == null) { Debug.Log("Unable to create font asset. Please import the TMP Essential Resources."); return; } TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target; string sourceFontFilePath = AssetDatabase.GetAssetPath(target); string folderPath = Path.GetDirectoryName(sourceFontFilePath); string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath); string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Variant.asset"); // Set Texture and Material reference to the source font asset. TMP_FontAsset fontAsset = ScriptableObject.Instantiate(sourceFontAsset); AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName); fontAsset.atlasPopulationMode = AtlasPopulationMode.Static; // Initialize array for the font atlas textures. fontAsset.atlasTextures = sourceFontAsset.atlasTextures; fontAsset.material = sourceFontAsset.material; // Not sure if this is still necessary in newer versions of Unity. EditorUtility.SetDirty(fontAsset); AssetDatabase.SaveAssets(); } /* [MenuItem("Assets/Create/TextMeshPro/Font Asset Fallback", false, 105)] public static void CreateFallbackFontAsset() { Object target = Selection.activeObject; // Make sure the selection is a font file if (target == null || target.GetType() != typeof(TMP_FontAsset)) { Debug.LogWarning("A Font file must first be selected in order to create a Font Asset."); return; } TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target; string sourceFontFilePath = AssetDatabase.GetAssetPath(target); string folderPath = Path.GetDirectoryName(sourceFontFilePath); string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath); string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Fallback.asset"); //// Create new TM Font Asset. TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName); fontAsset.version = "1.1.0"; fontAsset.faceInfo = sourceFontAsset.faceInfo; fontAsset.m_SourceFontFileGUID = sourceFontAsset.m_SourceFontFileGUID; fontAsset.m_SourceFontFile_EditorRef = sourceFontAsset.m_SourceFontFile_EditorRef; fontAsset.atlasPopulationMode = TMP_FontAsset.AtlasPopulationMode.Dynamic; int atlasWidth = fontAsset.atlasWidth = sourceFontAsset.atlasWidth; int atlasHeight = fontAsset.atlasHeight = sourceFontAsset.atlasHeight; int atlasPadding = fontAsset.atlasPadding = sourceFontAsset.atlasPadding; fontAsset.atlasRenderMode = sourceFontAsset.atlasRenderMode; // Initialize array for the font atlas textures. fontAsset.atlasTextures = new Texture2D[1]; // Create and add font atlas texture Texture2D texture = new Texture2D(atlasWidth, atlasHeight, TextureFormat.Alpha8, false); Color32[] colors = new Color32[atlasWidth * atlasHeight]; texture.SetPixels32(colors); texture.name = assetName + " Atlas"; fontAsset.atlasTextures[0] = texture; AssetDatabase.AddObjectToAsset(texture, fontAsset); // Add free rectangle of the size of the texture. int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; fontAsset.m_FreeGlyphRects = new List() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; fontAsset.m_UsedGlyphRects = new List(); // Create new Material and Add it as Sub-Asset Material tmp_material = new Material(sourceFontAsset.material); tmp_material.name = texture.name + " Material"; tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); fontAsset.material = tmp_material; AssetDatabase.AddObjectToAsset(tmp_material, fontAsset); // Add Font Asset Creation Settings // TODO // Not sure if this is still necessary in newer versions of Unity. EditorUtility.SetDirty(fontAsset); AssetDatabase.SaveAssets(); } */ //[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", true)] //public static bool CreateFontAssetMenuValidation() //{ // return false; //} [MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", false, 100)] public static void CreateFontAsset() { Object[] targets = Selection.objects; if (targets == null) { Debug.LogWarning("A Font file must first be selected in order to create a Font Asset."); return; } for (int i = 0; i < targets.Length; i++) { Object target = targets[i]; // Make sure the selection is a font file if (target == null || target.GetType() != typeof(Font)) { Debug.LogWarning("Selected Object [" + target.name + "] is not a Font file. A Font file must be selected in order to create a Font Asset.", target); continue; } CreateFontAssetFromSelectedObject(target); } } static void CreateFontAssetFromSelectedObject(Object target) { Font sourceFont = (Font)target; string sourceFontFilePath = AssetDatabase.GetAssetPath(target); string folderPath = Path.GetDirectoryName(sourceFontFilePath); string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath); string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " SDF.asset"); // Initialize FontEngine FontEngine.InitializeFontEngine(); // Load Font Face if (FontEngine.LoadFontFace(sourceFont, 90) != FontEngineError.Success) { Debug.LogWarning("Unable to load font face for [" + sourceFont.name + "]. Make sure \"Include Font Data\" is enabled in the Font Import Settings.", sourceFont); return; } // Create new Font Asset TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName); fontAsset.version = "1.1.0"; fontAsset.faceInfo = FontEngine.GetFaceInfo(); // Set font reference and GUID fontAsset.m_SourceFontFileGUID = AssetDatabase.AssetPathToGUID(sourceFontFilePath); fontAsset.m_SourceFontFile_EditorRef = sourceFont; fontAsset.atlasPopulationMode = AtlasPopulationMode.Dynamic; // Default atlas resolution is 1024 x 1024. int atlasWidth = fontAsset.atlasWidth = 1024; int atlasHeight = fontAsset.atlasHeight = 1024; int atlasPadding = fontAsset.atlasPadding = 9; fontAsset.atlasRenderMode = GlyphRenderMode.SDFAA; // Initialize array for the font atlas textures. fontAsset.atlasTextures = new Texture2D[1]; // Create atlas texture of size zero. Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false); texture.name = assetName + " Atlas"; fontAsset.atlasTextures[0] = texture; AssetDatabase.AddObjectToAsset(texture, fontAsset); // Add free rectangle of the size of the texture. int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; fontAsset.freeGlyphRects = new List() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; fontAsset.usedGlyphRects = new List(); // Create new Material and Add it as Sub-Asset Shader default_Shader = Shader.Find("TextMeshPro/Distance Field"); Material tmp_material = new Material(default_Shader); tmp_material.name = texture.name + " Material"; tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); fontAsset.material = tmp_material; AssetDatabase.AddObjectToAsset(tmp_material, fontAsset); // Add Font Asset Creation Settings fontAsset.creationSettings = new FontAssetCreationSettings(fontAsset.m_SourceFontFileGUID, fontAsset.faceInfo.pointSize, 0, atlasPadding, 0, 1024, 1024, 7, string.Empty, (int)GlyphRenderMode.SDFAA); // Not sure if this is still necessary in newer versions of Unity. EditorUtility.SetDirty(fontAsset); AssetDatabase.SaveAssets(); } } }