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TextMeshPro mutlibyte support for emoji's

Discussion in 'Unity UI & TextMesh Pro' started by Baraphor1, Nov 12, 2018.

  1. Baraphor1

    Baraphor1

    Joined:
    Oct 24, 2016
    Posts:
    8
    Hey,

    Is there any update on when we will be able to get support for multibyte characters for things like emoji flags and skin tones?
     
  2. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    1,874
    I am currently focused on finishing / releasing the next version of the TMP package which includes the new Dynamic SDF & Fallback system for Unity 2018.3 and up.

    Subsequent to that release, among other things, I'll be working on adding support for the ability to dynamically read / render colored glyphs (Emojis) from font files along with support for some OpenType Font Features like glyph positional adjustment (advanced kerning from GPOS table), Diacritical mark support as well as Ligatures which is what Emoji modifiers are essentially. Most likely this will be first available in 2019.2 unless I am able to back-port it to 2019.1.
     
    Kirsche likes this.
  3. Baraphor1

    Baraphor1

    Joined:
    Oct 24, 2016
    Posts:
    8
    Thanks for the update, looking forward to it, even if it is still 6-8 months away.