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Bug Missing characters with dynamic fonts assets with fallback and localization.

Discussion in 'UGUI & TextMesh Pro' started by joseph114591452, Jan 31, 2024.

  1. joseph114591452

    joseph114591452

    Joined:
    Mar 14, 2020
    Posts:
    28
    Versions
    OS: macOS Ventura 13.6
    Unity: 2022.3.16f1
    Localization 1.4.5
    TextMeshPro 3.0.7

    Issue
    I'm trying to add localization to my game.
    I've set up a dynamic font asset using Noto Sans, with the fallback for Chinese (simplified), Chinese (traditional), Korean, Japanese. (all use dynamic fonts as well).
    Screenshot 2024-01-31 at 3.34.04 AM.png

    However some characters are missing for Turkish, Chinese, and Korean.
    Here's an example:
    Screenshot 2024-01-31 at 3.28.27 AM.png
    In this example the missing characters are from the words:
    이름
    공개
    최대 플레이어
    로비 만들기

    Setting the font asset of the TextMeshPro component directly to the NotoSansKorean dynamic asset doesn't make a difference.
    What am I doing wrong?
     
  2. joseph114591452

    joseph114591452

    Joined:
    Mar 14, 2020
    Posts:
    28
    Found the solution. I had to increase the Atlas Width and Atlas Height.