How to correctly use font weight and font styles in Unity TextMeshPro

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Hi there =) In this tutorial, I will show you how  you can vastly improve your Workflow of   using a lot of different Fonts from  the same Family in Text Mesh Pro.   We are going to use Style sheets in  the second part of this tutorial.   If you don’t know what they are or how they work,  I made a video on them - you’ll find it here. A bit of an intro about font families  and how fonts work in general.   This is going to be important to understand  why we need all this in the first place. Font families are groups of fonts belonging  together - here for example is the font family   of the font Roboto. They are most often  consisting of several so called "weights":   Thin, Regular, Medium, Bold, and so on,  all with corresponding italic styles.   The range of fonts helps designers to  craft a consistent look of a product,   while still having a couple alternatives  to choose from where needed and making sure   the letter’s shapes lend themselves  to being easily read and understood. These different styles are important, because if  your font doesn’t have a dedicated Bold weight,   for example, your system will try to be helpful  and make one for you. The results can be quite   hideous, though. Also, this happens all the time  while working with TextMeshPro, for example. Alright, I hope it became clear why it is  important to use a font family if more than   one weight of a font is needed in your game.  The question of how to use them remains. When I started out, I created a Font Asset  for every style and dropped it in by hand   into every text field and saving them  as prefabs. Every. Single. One. Of them.   This got super tedious super fast and if I  wanted to for example bold words inside the text,   they were set to faux bold, too, no matter if I  had the correct font style in my project or not. Instead, let’s set this up correctly so   these kinds of headaches will  live in the past from now on. Step one stays the same: I am setting the  font in my text field to bold via the button,   so it becomes clear when the switch from faux to  true happens. You can try it with italic, too. Click on your main font style you plan to use  the most. For me, that’s the regular weight. Down here, you can see “Font Weights”.  Drop your created Font assets into the   corresponding fields. You only need to set this  up once on your main font asset, don’t worry. Did you see this? As soon as  I dropped in the Bold style,   TextMeshPro switched from the self-made  faux bold to the correct bold weight. By the way, down here, you can  see the values TMP will use to   mimic bold and italic styles for your fonts. Alright. With this done, you can now correctly use   italic and/or bold by highlighting  your chosen text and clicking here. But, as you saw in the beginning, you  can use much more than just Regular,   Bold, Italic and Bold Italic. I added Black and Black-Italic to my list of  supported weights, too, so - how to access them? The simple version for one-off purposes is to  write <font-weight=”900”> (which corresponds with   the Black style) with its corresponding closing  tag around the part we want to be affected. The much better and easier to maintain  version will be using Style Sheets. Create a new style sheet entry with a  useful name. I will use “Black” for this.   Pick a name you’ll easily  understand inside your project. Enter the font-weight code into the  opening and closing tag fields. For me,   that’s font-weight=900. Check your font  family if you’re not sure which one you need. Now you can apply this weight either to the whole  text box via the drop down labeled “Text Style”,   or by using an inline style like this to  limit the use to only parts of your text. So, if the results of font-weight  and style=”Black” are the same,   why use a Style Sheet at all, though? Easy - you can change the tags in your style sheet  at any time and the changes will instantly be   applied to every place you used it. Let’s recolor  this style, for example. I add this color tag to   it, close the tag and all the instances will be  recolored and still use the Black font weight! I hope you enjoyed this tutorial! I love  typography and hope you guys will find   working with fonts at least a bit easier  now. Please let me know if you learned   something or if something wasn’t as clear as  I hoped it to be :) Thank you for watching!
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Channel: Christina Creates Games
Views: 3,707
Rating: undefined out of 5
Keywords: Unity Font Weight, TextMeshPro font weight, Unity, Unity tutorial, Learn Unity, textmesh pro, unity textmesh pro, unity game tutorial, unity 3d, unity text effects, unity textmeshpro, textmesh pro unity, textmesh pro font, unity textmesh pro custom font, unity textmesh, unity text, textmesh pro unity tutorial, Unity Style Sheet, Unity Text Style, Unity Font Family, Unity Font Families, Text Mesh Pro Font Familiy, TextMeshPro weights, font weights in TextMeshPro, TextMeshPro
Id: Xa7kcapGRDI
Channel Id: undefined
Length: 4min 52sec (292 seconds)
Published: Fri Oct 07 2022
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