Identify the text system and retain the source
This guide follows TextMesh Pro in Unity’s uGUI 2.0 documentation. Keep the source font separate from its generated asset, atlas and material.
Start with a permitted source font and preserve its exact family, style and included terms. Do not confuse a screenshot of lettering with an importable font resource. For file distinctions, read the font-format guide. Other Unity text systems should use their own documented controls.
Generate the asset from the intended font
Import the source font into the project. In the documented workflow, open Window > TextMesh Pro > Font Asset Creator, select the Source Font File, choose the generation settings and use Generate Font Atlas. Save the generated asset in the project after reviewing the result.
Keep related generated resources together in the handoff. A remembered family name is not enough to reproduce the selected source style or its atlas-generation decisions. Consult the documentation matching the installed package when its menus differ.
Plan the character set before judging coverage
The creator’s documentation says font-file characters are not all included automatically: choose a predefined set, supply characters or use a text asset. Build the input from actual interface wording, including names, punctuation and localization text. An English menu sample does not establish coverage for another writing system.
Inspect the generated resource rather than treating the source font’s complete glyph repertoire as proof that every character is already present in a static atlas. Keep the character-list source with the project so later text changes can be reviewed deliberately.
Judge the text inside the intended interface
Use the generated resource in the intended TextMesh Pro workflow and compare the smallest label, longest title and a number-heavy line. Check line wrapping within the real panel instead of only looking at the atlas image. If a character is missing, separate source-font coverage from the generated character set before replacing the entire family.
Keep a record of the package version, source font and settings. Use typeface versus font when explaining those distinctions to another editor. A decorative display preview on this site is a comparison aid rather than a ready-made Unity project asset.
Your questions, answered.
Is a downloaded font file the same as a TextMesh Pro font asset?
No. Keep the original source font and generated text resources separately identified.
Does a generated atlas automatically include every source-font character?
The cited creator documentation requires choosing the characters or character source. Plan that selection from the actual interface text.
Sources & background
Sources supporting this page’s explanations. Practical examples are our editorial suggestions.