Unity Editor font size editor for the editor styles and skins
Preview | Added custom styles ( 600+ ) | Added Global Zoom ( increment all styles in the same time ) |
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GIF PREVIEW : https://imgur.com/8jsy8sN
Preview | Added custom styles ( 600+ ) | Added Global Zoom ( increment all styles in the same time ) |
---|---|---|
GIF PREVIEW : https://imgur.com/8jsy8sN
#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
public class EditorFontSize : EditorWindow | |
{ | |
// enable resize on launch to set a default font size , using this option will disable the ability to have the window accassible | |
// from the context menu ( Window > Editor Font Size ) - bc this is a hacky way to enforce default global font size on application | |
// launch , on script assembly reload and on application enter / exit play mode | |
public static bool RESIZE_ON_LAUNCH = true; | |
public static int DEFAULT_GLOBAL_FONT_SIZE = 14; | |
[InitializeOnLoadMethod] static void DefaultSize() | |
{ | |
if( ! RESIZE_ON_LAUNCH || DEFAULT_GLOBAL_FONT_SIZE <= 10 ) return; | |
var w = GetWindow<EditorFontSize>(); | |
w.GUICallback = () => { | |
w.Resize( DEFAULT_GLOBAL_FONT_SIZE - 10 ) ; | |
w.Close(); | |
}; | |
} | |
[MenuItem("Window/Editor Font Size")] | |
static void Open() | |
{ | |
if( RESIZE_ON_LAUNCH ) return; | |
GetWindow<EditorFontSize>("Editor Font Size").minSize = new Vector2(180, 30); | |
} | |
Dictionary<string, bool> foldouts; | |
bool Header(string s) | |
{ | |
if (foldouts == null) foldouts = new Dictionary<string, bool>(); | |
if (!foldouts.ContainsKey(s)) foldouts.Add(s, true); | |
GUILayout.Space(5); | |
var foldout = EditorGUILayout.Foldout(!foldouts[s], s, true); | |
foldouts[s] = !foldout; | |
return foldout; | |
} | |
private void OnDisable() | |
{ | |
guiSkins = null; | |
editorStyles = null; | |
propFontSizevalidity?.Clear(); | |
propFontSizevalidity = null; | |
} | |
static List<GUIStyle> styles; | |
PropertyInfo[] editorStyles; | |
PropertyInfo[] guiSkins; | |
void GrabProperties() | |
{ | |
if (editorStyles == null || editorStyles.Length < 1) | |
{ | |
var flags = BindingFlags.Static | BindingFlags.Public | BindingFlags.GetProperty; | |
editorStyles = typeof(EditorStyles).GetProperties(flags); | |
} | |
if (guiSkins == null || guiSkins.Length < 1) | |
{ | |
guiSkins = GUI.skin.GetType().GetProperties(); | |
} | |
} | |
Vector2 scroll; | |
System.Action GUICallback; | |
private void OnGUI() | |
{ | |
rowCount = -1; | |
GrabProperties(); | |
InitStyles(); | |
var delta = FontSizeRow("Global Zoom", EditorStyles.miniLabel.fontSize.ToString()); | |
if (delta != 0 && EditorStyles.miniLabel.fontSize + delta > 0) | |
{ | |
Resize( delta ); | |
} | |
GUILayout.Label("", GUI.skin.horizontalSlider); | |
using (var scope = new GUILayout.ScrollViewScope(scroll)) | |
{ | |
scroll = scope.scrollPosition; | |
if (Header("Editor Styles")) | |
foreach (var x in editorStyles) | |
ModifyProp(x, null); | |
if (Header("GUI skins")) | |
foreach (var x in guiSkins) | |
ModifyProp(x, GUI.skin); | |
if (Header("Custom Styles")) | |
foreach (var x in GUI.skin.customStyles) | |
{ | |
FontSizeRow(x); | |
RepaintAll(); | |
} | |
} | |
if( GUICallback != null ) GUICallback.Invoke(); | |
} | |
void Resize( int delta ) | |
{ | |
// Keep watch for duplicates ( Prevent double modifications ) | |
styles = new List<GUIStyle>(); | |
foreach (var x in editorStyles) | |
{ | |
if (!ValidFontProp(x, null)) continue; | |
var s = (GUIStyle)x.GetValue(null, null); | |
if (styles.Contains(s)) continue; | |
styles.Add(s); | |
s.fontSize += delta; | |
} | |
foreach (var x in guiSkins) | |
{ | |
if (!ValidFontProp(x, GUI.skin)) continue; | |
var s = (GUIStyle)x.GetValue(GUI.skin, null); | |
if (styles.Contains(s)) continue; | |
styles.Add(s); | |
s.fontSize += delta; | |
} | |
foreach (var x in GUI.skin.customStyles) | |
{ | |
if (!ValidFontStyle(x) || styles.Contains(x)) continue; | |
FixZeroSize(x); | |
styles.Add(x); | |
x.fontSize += delta; | |
} | |
styles.Clear(); | |
RepaintAll(); | |
} | |
void RepaintAll() { foreach (var w in Resources.FindObjectsOfTypeAll<EditorWindow>()) w.Repaint(); } | |
Dictionary<PropertyInfo, bool> propFontSizevalidity; | |
bool ValidFontProp(PropertyInfo x, object item) | |
{ | |
if (propFontSizevalidity == null) propFontSizevalidity = new Dictionary<PropertyInfo, bool>(); | |
if (propFontSizevalidity.ContainsKey(x)) return propFontSizevalidity[x]; | |
propFontSizevalidity.Add(x, true); | |
if (string.IsNullOrEmpty(x.Name)) propFontSizevalidity[x] = false; | |
else if (x.PropertyType != typeof(GUIStyle)) propFontSizevalidity[x] = false; | |
else if (x.GetValue(item, null) == null) propFontSizevalidity[x] = false; | |
else if (((GUIStyle)x.GetValue(item, null)).fontSize < 1) propFontSizevalidity[x] = false; | |
return propFontSizevalidity[x]; | |
} | |
void ModifyProp(PropertyInfo x, object item) | |
{ | |
if (!ValidFontProp(x, item)) return; | |
var style = ((GUIStyle)x.GetValue(item, null)); | |
var val = style.fontSize; | |
int ret = FontSizeRow(x.Name, val.ToString()); | |
if (ret == 0 || val + ret <= 0) return; | |
style.fontSize = val + ret; | |
RepaintAll(); | |
} | |
GUIStyle evenBG; | |
GUIStyle oddBG; | |
void InitStyles() | |
{ | |
if (evenBG != null) return; | |
GUIStyle s = "CN EntryBackEven"; | |
evenBG = new GUIStyle(s); | |
s = "CN EntryBackodd"; | |
oddBG = new GUIStyle(s); | |
evenBG.contentOffset = oddBG.contentOffset = new Vector2(); | |
evenBG.clipping = oddBG.clipping = TextClipping.Clip; | |
evenBG.margin = oddBG.margin = | |
evenBG.padding = oddBG.padding = new RectOffset(); | |
} | |
int rowCount = 0; | |
void FixZeroSize(GUIStyle s) => s.fontSize = s.fontSize < 1 ? 11 : s.fontSize; | |
bool ValidFontStyle(GUIStyle s) => !(s == null || string.IsNullOrEmpty(s.name)); | |
void FontSizeRow(GUIStyle s) | |
{ | |
if (!ValidFontStyle(s)) return; | |
FixZeroSize(s); | |
var x = FontSizeRow(s.name, s.fontSize.ToString()); | |
if (x != 0 && x + s.fontSize > 0) s.fontSize += x; | |
} | |
int FontSizeRow(string name, string size) | |
{ | |
if (string.IsNullOrEmpty(name) || size == "0") return 0; | |
rowCount++; | |
var width = GUILayout.MaxWidth(Screen.width); | |
using (new GUILayout.HorizontalScope(rowCount % 2 == 0 ? evenBG : oddBG, width)) | |
{ | |
GUILayout.Label(name); | |
GUILayout.FlexibleSpace(); | |
if (GUILayout.Button("-", EditorStyles.miniButtonLeft)) return -1; | |
using (new EditorGUI.DisabledGroupScope(true)) | |
GUILayout.Label(size, EditorStyles.miniButtonMid, GUILayout.Width(30)); | |
if (GUILayout.Button("+", EditorStyles.miniButtonRight)) return +1; | |
} | |
return 0; | |
} | |
} | |
#endif |
This is fantastic, you saved my marriage!
I notice that it doesn't work for the package manager, any change of adding that?
@Dzynek you need to put the script in a folder named Editor
Putting it in the Editor directory where I have Unity installed, e.g. "D: \ Unity \ Editors \ 2019.3.12f1 \ Editor" does not work (I tested on Unity from 5.6 to 2019.3)
It works (from Unity 2017 upwards) to be uploaded to the Assets catalog.
@Dzynek you need to create a folder called Editor in the assets folder of your project and put it in there.
Thank you, this works really well!
Can't believe it took almost an hour of googling for this to show up. Thank you
Great tool, will try it on Linux tonight.
A workaround for the stupid "Unity editor can't use UI scale on Linux" problem.
A workaround for the stupid "Unity editor can't use UI scale on Linux" problem.
I also found another solution which seems to help with scaling (tested on Manjaro) - try to launch the editor directly from the console like this:
GDK_SCALE=2 GDK_DPI_SCALE=0.5 /home/your_user/Unity/Hub/Editor/version/Editor/Unity --projectpath /path/to/project
@spirifoxy This should work fine on 4k monitor, but on my 2k monitor it make the UI huge, project tab cover half of the screen. I think Unity
still don't support fractional scaling for Linux.
This is a life saver. Thank you so much!
Thank you very much. It works great
it works good,
but once enter play mode, font change to small again..
updated , now you have
public static int DEFAULT_GLOBAL_FONT_SIZE = 14;
public static bool RESIZE_ON_LAUNCH = true;
sometimes its a bit buggy tho , so just edit to RESIZE_ON_LAUNCH to false , if the fonts go haywire
I'm unable to get this to work on Linux with the below version. Nothing happens when choosing Window | Editor Font Size. Editing the default size doesn't change the size on startup.
2022.2.1f1.112.6257
Revision: 2022.2/release 4fead5835099
Built: Thu, 08 Dec 2022 14:15:26 GMT
no idea ¯\_(ツ)../¯
It's not on Linux, unfortunately.
Well, I'm on Fedora, I just installed version 3.3.0 of Unity, which was the one I managed to get working for my Fedora from the store. I do not need a new version of Unity because this is only for my 3D Game Class.
The thing that worked for me was to reduce the resolution of my screen to 2560 x 1440 for 1920 x 1080. It is still small, but it is better now.
I hope Unity fix this ASAP, for those who need it.
seems not work on 2021.3.11f1, window stuck
How tf is this not a solved issue?
Unfortunately, this script is rather unreliable. Sometimes, it does not work at all, sometimes it only increases the size of some of the fonts (Unity 2021). Would love to see a native solution for macOS and Linux by the Unity team, but they seem to just ignore the request. It's so hard to use Unity if you don't have perfect eyesight. It's a shame.
There is a compromise solution to make the ui size 2x bigger on linux (works well for me on gnome):
https://www.youtube.com/watch?v=6N5zUS9Qv9E
I really wish this was possible on macOS, too.
This script doesn't seem to work on Arch Linux, even when I put it in the editor folder of my Unity Project.
I don't have arch to try it on , but if you include info about which unity editor version & linux version u r using someone might drop a hint here ?
Simply adding a script in OSX 2021.3.24f1 (LTS) will increase the font size properly without any warnings or errors.
However, the Editor Font Size window does not open, and there are no errors or warnings displayed for this issue either.
Anyway, I am happy with this result. My eyes are a little more comfortable now.
Unity 5.6.7f1 errors