Fonts in .NET MAUI

By default, .NET Multi-platform App UI (.NET MAUI) apps use the Open Sans font on each platform. However, this default can be changed, and additional fonts can be registered for use in an app.

All controls that display text define properties that can be set to change font appearance:

  • FontFamily, of type string.
  • FontAttributes, of type FontAttributes, which is an enumeration with three members: None, Bold, and Italic. The default value of this property is None.
  • FontSize, of type double.
  • FontAutoScalingEnabled, of type bool, which defines whether an app's UI reflects text scaling preferences set in the operating system. The default value of this property is true.

These properties are backed by BindableProperty objects, which means that they can be targets of data bindings, and styled.

All controls that display text automatically use font scaling, which means that an app's UI reflects text scaling preferences set in the operating system.

Register fonts

True type format (TTF) and open type font (OTF) fonts can be added to your app and referenced by filename or alias, with registration being performed in the CreateMauiApp method in the MauiProgram class. This is accomplished by invoking the ConfigureFonts method on the MauiAppBuilder object. Then, on the IFontCollection object, call the AddFont method to add the required font to your app:

namespace MyMauiApp
    public static class MauiProgram
        public static MauiApp CreateMauiApp()
            var builder = MauiApp.CreateBuilder();
                .ConfigureFonts(fonts =>
                    fonts.AddFont("Lobster-Regular.ttf", "Lobster");

            return builder.Build();

In the example above, the first argument to the AddFont method is the font filename, while the second argument represents an optional alias by which the font can be referenced when consuming it.

A font can be added to your app project by dragging it into the Resources\Fonts folder of the project, where its build action will automatically be set to MauiFont. This creates a corresponding entry in your project file. Alternatively, all fonts in the app can be registered by using a wildcard in your project file:

   <MauiFont Include="Resources\Fonts\*" />

Fonts can also be added to other folders of your app project. However, in this scenario their build action must be manually set to MauiFont in the Properties window.

At build time, fonts are copied to your app package.


The * wildcard character indicates that all the files within the folder will be treated as being font files. In addition, if you want to include files from sub-folders too, then configure it using additional wildcard characters, for example, Resources\Fonts\**\*.

Consume fonts

Registered fonts can be consumed by setting the FontFamily property of a control that displays text to the font name, without the file extension:

<!-- Use font name -->
<Label Text="Hello .NET MAUI"
       FontFamily="Lobster-Regular" />

Alternatively, it can be consumed by referencing its alias:

<!-- Use font alias -->
<Label Text="Hello .NET MAUI"
       FontFamily="Lobster" />

The equivalent C# code is:

// Use font name
Label label1 = new Label
    Text = "Hello .NET MAUI!",
    FontFamily = "Lobster-Regular"

// Use font alias
Label label2 = new Label
    Text = "Hello .NET MAUI!",
    FontFamily = "Lobster"

Set font attributes

Controls that display text can set the FontAttributes property to specify font attributes:

<Label Text="Italics"
       FontAttributes="Italic" />
<Label Text="Bold and italics"
       FontAttributes="Bold, Italic" />

The equivalent C# code is:

Label label1 = new Label
    Text = "Italics",
    FontAttributes = FontAttributes.Italic

Label label2 = new Label
    Text = "Bold and italics",
    FontAttributes = FontAttributes.Bold | FontAttributes.Italic

Set the font size

Controls that display text can set the FontSize property to specify the font size. The FontSize property can be set to a double value:

<Label Text="Font size 24"
       FontSize="24" />

The equivalent C# code is:

Label label = new Label
    Text = "Font size 24",
    FontSize = 24


The FontSize value is measured in device-independent units.

Disable font auto scaling

All controls that display text have font scaling enabled by default, which means that an app's UI reflects text scaling preferences set in the operating system. However, this behavior can be disabled by setting the FontAutoScalingEnabled property on text-based control's to false:

<Label Text="Scaling disabled"
       FontAutoScalingEnabled="False" />

This approach is useful when you want to guarantee that text is displayed at a specific size.


Font auto scaling also works with font icons. For more information, see Display font icons.

Set font properties per platform

The OnPlatform and On classes can be used in XAML to set font properties per platform. The example below sets different font families and sizes:

<Label Text="Different font properties on different platforms"
       FontSize="{OnPlatform iOS=20, Android=22, WinUI=24}">
        <OnPlatform x:TypeArguments="x:String">
            <On Platform="iOS" Value="MarkerFelt-Thin" />
            <On Platform="Android" Value="Lobster-Regular" />
            <On Platform="WinUI" Value="ArimaMadurai-Black" />

The DeviceInfo.Platform property can be used in code to set font properties per platform:

Label label = new Label
    Text = "Different font properties on different platforms"

label.FontSize = DeviceInfo.Platform == DevicePlatform.iOS ? 20 :
    DeviceInfo.Platform == DevicePlatform.Android ? 22 : 24;  
label.FontFamily = DeviceInfo.Platform == DevicePlatform.iOS ? "MarkerFelt-Thin" :
    DeviceInfo.Platform == DevicePlatform.Android ? "Lobster-Regular" : "ArimaMadurai-Black";

For more information about providing platform-specific values, see Device information. For information about the OnPlatform markup extension, see OnPlatform markup extension.

Display font icons

Font icons can be displayed by .NET MAUI apps by specifying the font icon data in a FontImageSource object. This class, which derives from the ImageSource class, has the following properties:

  • Glyph – the unicode character value of the font icon, specified as a string.
  • Size – a double value that indicates the size, in device-independent units, of the rendered font icon. The default value is 30. In addition, this property can be set to a named font size.
  • FontFamily – a string representing the font family to which the font icon belongs.
  • Color – an optional Color value to be used when displaying the font icon.

This data is used to create a PNG, which can be displayed by any view that can display an ImageSource. This approach permits font icons, such as emojis, to be displayed by multiple views, as opposed to limiting font icon display to a single text presenting view, such as a Label.


Font icons can only currently be specified by their unicode character representation.

The following XAML example has a single font icon being displayed by an Image view:

<Image BackgroundColor="#D1D1D1">
        <FontImageSource Glyph="&#xf30c;"
                         FontFamily="{OnPlatform iOS=Ionicons, Android=ionicons.ttf#}"
                         Size="44" />

This code displays an XBox icon, from the Ionicons font family, in an Image view. Note that while the unicode character for this icon is \uf30c, it has to be escaped in XAML and so becomes &#xf30c;. The equivalent C# code is:

Image image = new Image { BackgroundColor = Color.FromArgb("#D1D1D1") };
image.Source = new FontImageSource
    Glyph = "\uf30c",
    FontFamily = DeviceInfo.Platform == DevicePlatform.iOS ? "Ionicons" : "ionicons.ttf#",
    Size = 44

The following screenshot shows several font icons being displayed:

Screenshot of three font icons.