![]() ![]() The issue seems to be that Japanese and Chinese use the same unicode values for characters so that whatever font is second in the list (in this case, Chinese) will render most text TMPro displays in a mix of the Font B and C. ![]() I have a base font used for English and Latin characters and then have created separate font assets for each of the Asian languages and added those as fallback options in the base font asset.įor English and latin characters, I use Font Aįor Japanese, I use Font B, paste in my characters and set it as the first fallback in Font Aįor Chinese, I use Font C, paste in my characters and set it as the second fallback in Font A Hi, I'm wanting to render Chinese and Japanese each with a specific font in my game and have a fairly large character set for each one.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |