UnityEngine.TextCoreTextEngineModule Options to specify the atlas population mode, which defines the type of font asset. Dynamic font assets can be populated at runtime, but incur a higher performance overhead than static font assets. A dynamic font asset depends on its source font file, which is included in builds. Dynamic OS font assets provide the same functionality and performance as dynamic font assets. In the Editor, a Dynamic OS font asset depends on its source font file. For a Dynamic OS font asset to work in a build, the target platform must contain its source font file. Static font assets offer the best performance of any font asset type. You create and pre-populate them in the Editor.They cannot be modified at runtime. A static font asset is standalone. Its source font file is not included in builds. Represents a single character. Represents a table that contains the font features available for a given font asset. Sorts the glyph pair adjustment records by glyph index. Sorts the Mark-to-Base Adjustment Table records. Sorts the Mark-to-Mark Adjustment Table records.