Hi guys. I’m using the Unity UI Toolkit and I’m wondering is there a way to auto-scale the size of a label’s text if it’s too long for the area. Such as in the word ‘Lumberyard’ in this custom button.
Hi, apologies for bringing up an old thread but since this thread is a high result on Google I wanted to share an update: As of 6.2, Auto Size text is now available as a USS property (when using the Advanced Text Generator) with the ability to set a minimum and maximum font size for the text element, much like what was available in TMP ![]()

Check out the Unity manual here for more info.
Hi, apologies for bringing up an old thread but since this thread is a high result on Google I wanted to share an update: As of 6.2, Auto Size text is now available as a USS property (when using the Advanced Text Generator) with the ability to set a minimum and maximum font size for the text element, much like what was available in TMP
Hey, so according to the docs you need a dynamic font asset to use the feature.
Dynamic font assets causes every single developer on the team to get version control noise they don’t understand every single time they look at a text box. Is there any plans to made dynamic font assets functional without that major pain point?
We want to use dynamic fonts, but I’ve swapped to static fonts so we can avoid having every single commit contain 15 font assets.
Indeed, ATG requires a dynamic FontAsset to work. The behind-the-scenes reason is that ATG needs the actual font file to be able to properly apply font features at runtime.
Is there any plans to made dynamic font assets functional without that major pain point?
It’s defenetly a long standing issue that we want to get to. Don’t take this as a reliable ETA, but we’d love to get it done by mid-2026.
Note that you could do something similar with dynamic FontAsset. You could open your dynamic FontAsset in the FontAsset Creator (see image bellow) and pre-populate it with the same character set as you do with a Static FontAsset. You could then commit it and as long as no new-characters that were not in the pre-populated list is generated, the VCS should stay clean.
Note that if you are using ATG, I’d highly suggest disabling Get Font features on you FontAssets as FontFeatures tables are not needed with ATG.
I agree this is overly complex, and this is something we plan to simplify with the new system.
Hope this helps!



