Font Picker

NEW IN V1.1

Pick a font for any TextMeshPro component straight from its own inspector — every option typeset in its own face, and uninstalled catalog fonts one click away.

Why it exists

Unity's default object-picker dropdown becomes unreadable past ~10 TMP_FontAssets, and it can only show fonts you've already installed. The Font Picker replaces it: FontOps draws a small magnifying-glass button (🔍) beside the Font Asset field — and beside every other serialized TMP_FontAsset field. There is no component to add and no inspector is replaced: a PropertyDrawer augments the field itself, so all stock TMP controls keep working across TMP updates.

How to use it

  1. Select any GameObject with a TextMeshPro or TextMeshProUGUI component.
  2. Click the small magnifying-glass button (🔍) beside the Font Asset field in Main Settings.
  3. In the searchable popup — a miniature of the FontOps window — click any entry to assign that font immediately. Drag the header to move it out of the way; Esc closes it.
Selecting more than one text object first applies your pick to all of them at once — the picker is multi-selection aware.

The three sections

The popup is searchable and split into three groups, each entry typeset in its own typeface so you see the font before you commit:

Section What it lists
Palette roles Every role from every Font Palette in the project, grouped under its palette's name. Picking a role assigns the font that role resolves to — the fastest way to stay on-palette
Project fonts Every TMP_FontAsset already in the project. The component's current font is highlighted so you can see what's assigned
Get more Not-yet-installed catalog families with live previews, style counts, source badges, and favorite hearts, 20 per page with a footer pager. Click a row to expand its style list and install any individual style. installs the Regular style (downloads the TTF, generates the SDF asset) and assigns it; installs all styles and assigns Regular
Every assignment goes through the component's font field with full Undo support, and works on both scene objects and prefab instances — multi-selection included. The toolbar's toggle narrows Get more to your favorites (the same list as the main window's FAVORITES pill), and OPEN FONTOPS ↗ in the header jumps to the full window. Every control explains itself in a hover tooltip.

Font Picker vs FontPaletteApplier

The Font Picker assigns a font face directly. FontPaletteApplier keeps a live link to a palette role. Use whichever fits the moment — they're complementary.

Font Picker FontPaletteApplier
What it is A small button beside every TMP_FontAsset field A MonoBehaviour you add to the GameObject
What it changes Just the font face on that component Font + size + style + colour + spacing from a role (all toggleable)
Relationship to the palette One-shot: writes the font and is done Live link: re-applies if the role changes
Best for Quick one-off picks and installing-while-you-edit Production UI driven by a shared type system

Limits