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Fallback font not used

Discussion in 'UGUI & TextMesh Pro' started by pmiszczuk, Nov 12, 2018.

  1. pmiszczuk

    pmiszczuk

    Joined:
    Sep 18, 2018
    Posts:
    1
    Hi,
    I'm new to Unity and I'm having a problem with fallback fonts - I'm trying to get Unity to use Japanese fallback font in WebGL build, but it doesn't display Japanese characters at all there. I created a simple sample project illustrating the issue.

    There are two fonts:
    - Roboto-Regular.ttf (without Japanese characters)
    - Roboto-Regular-With-Fallback.ttf (with Japanese characters)

    The second font is included in the font references of the first font in import settings. Unity seems to have a bug saving those references, but this is not the problem here as I verified that meta files have proper fallbackFontReferences listed. When the fallback font is assigned directly, WebGL build would show Japanese characters, but when the first font is assigned, Japanese characters are not displayed.

    Result in the editor:

    Result in WebGL:



    Tried with unity 2017.2 as well as latest 2018.2 on OSX.

    Does anyone have similar experiences?
     
  2. K_Kuriyama

    K_Kuriyama

    Joined:
    Jul 4, 2020
    Posts:
    67
    FontFallBack does not seem to work on the WebGL platform, even in the current version.
    Is there any solution to this problem?
     
  3. K_Kuriyama

    K_Kuriyama

    Joined:
    Jul 4, 2020
    Posts:
    67
    Recent Unity versions do not seem to have this problem.
    Specifically, we have confirmed that attached fallback works with the following versions
    * Unity2022.2.1
    * Unity2021.3.16
    * Unity2020.3.43