Script interface for font assets.
You can use this class to dynamically switch fonts on Text Meshes.
Additional resources: TextMesh.
| ascent | The ascent of the font. | 
| characterInfo | Access an array of all characters contained in the font texture. | 
| dynamic | Is the font a dynamic font. | 
| fontSize | The default size of the font. | 
| lineHeight | The line height of the font. | 
| material | The material used for the font display. | 
| Font | Create a new Font. | 
| GetCharacterInfo | Get rendering info for a specific character. | 
| HasCharacter | Does this font have a specific character? | 
| RequestCharactersInTexture | Request characters to be added to the font texture (dynamic fonts only). | 
| CreateDynamicFontFromOSFont | Creates a Font object which lets you render a font installed on the user machine. | 
| GetMaxVertsForString | Returns the maximum number of verts that the text generator may return for a given string. | 
| GetOSInstalledFontNames | Get names of fonts installed on the machine. | 
| GetPathsToOSFonts | Gets the file paths of the fonts that are installed on the operating system. | 
| textureRebuilt | Set a function to be called when the dynamic font texture is rebuilt. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindAnyObjectByType | Retrieves any active loaded object of Type type. | 
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. | 
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |