Creating Fonts

EZ GUI features its own integrated text in the form of SpriteText. This offers much more flexibility than Unity's built-in TextMesh (3D Text) component. To create a font for use with EZ GUI's integrated text, you will start by creating the font atlas. One of the benefits you will realize in EZ GUI's approach is that you can generate font atlases that only contain the characters you will use, letting you save lots of valuable texture memory that would otherwise be consumed with graphics never used in your game. It is also easier to add post-processing and artistic effects to your font graphics since you have direct access to the font texture.

There are two free, third-party tools you may use to generate such font atlases:

Hiero (Cross-platform [Java]):

Angel Code's Bitmap Font Generator (Windows only):

Below you will find guides to using each of these tools:
Creating Fonts with Hiero
Creating Fonts with BMFont

Using Fonts

Once you have created your font assets, now you need to bring them into your Unity project:

1. In Unity, drag in your font atlas texture and your font definition file (with the .txt extension).

2. You will want to create a material for your font. It is recommended to use the included "Font Material" as a base. Just duplicate it and click on its texture setting and assign it to your font texture.

3. If you want your controls to be able to automatically generate a SpriteText object in-editor, you will want to assign the font definition file (.txt file) to the "Default Font" field of the UIManager object in your scene, and the font's material to the "Default Font Material" field of the UIManager. If you are setting up an individual stand-alone SpriteText object, just select your font definition file (.txt file) in the SpriteText's "Font" field, and set its mesh renderer's material to use the font material you created.

You are now ready to type text into your control or SpriteText's "Text" field.