# TryGetGlyphIndex(uint, out uint)

> Tries to get the index of the glyph mapped to the given Unicode code point in the font asset's source font.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.TextCore.Text](/engine/6000.7/script-reference/unityengine/textcore/text.md)
* **Assembly:** UnityEngine.TextCoreTextEngineModule

## TryGetGlyphIndex(uint, uint)

```csharp
public bool TryGetGlyphIndex(uint unicode, out uint glyphIndex)
```

### Parameters

**** (\[uint]\(https\://learn.microsoft.com/dotnet/api/system.uint32)): The Unicode code point to look up.**** (\[uint]\(https\://learn.microsoft.com/dotnet/api/system.uint32)): The index of the glyph mapped to the code point, or 0 if the font has none.

### Returns

| Type                                                          | Description                                                                        |
| ------------------------------------------------------------- | ---------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the font has a glyph for the code point. Otherwise, returns false. |

### Remarks

This is the nominal character-to-glyph mapping from the font's character map. Text shaping can substitute different glyphs at render time, for example for ligatures or complex scripts.
