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Question by Yerendi · Mar 19, 2018 at 02:34 PM · uitexttextmeshlocalization

How to setup TextMesh Pro Font Asset to include characters from all languages?

So, I want to use TextMesh Pro to optimize game chat. There are people from all over the world using this chat. So I have latin, chinese, japanese, russian and all kind of stuff. My question is, how to generate Font Asset that includess characters from all languages? Now I'm using Unity UI Text component which is generating text geometry runtime so there is no problem with "missing" characters but ofc performance is much worse than on TMP. I will discribe what I've tried to do, maybe I'm missing sth.


ASCII, Extended ASCII, ASCII lower/upercse, numbers + symbols not suited me ofc. There are two options for me: ranges and custom characters. But general problem is that "non-asian" languages have in total ~2k characters. Asian languages have in total like 100k (!) characters. There is no posibility to generate that huge atlas. What am I doing wrong?

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avatar image GloriaVictis · Mar 19, 2018 at 05:46 PM 0
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Bumping up.

avatar image Yerendi · Mar 19, 2018 at 10:33 PM 0
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Up, anyone?

avatar image Yerendi · Mar 20, 2018 at 09:01 AM 0
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Bumping again.

avatar image Yerendi · Mar 20, 2018 at 01:55 PM 0
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Up up, anyone?

avatar image Yerendi · Mar 21, 2018 at 07:51 AM 0
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Bump again

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Answer by Harinezumi · Mar 21, 2018 at 08:34 AM

Many game companies separate games into regions around the world so that they can optimise the experience, which of course includes fonts for languages for that region. Are you sure your users would want to use all character sets at the same time? Would it provide them a good experience seeing characters they don't know in the same chat?
I know this is not an ideal solution, it is kinda dodging the question, but some issues do not have a good solution. If you are not satisfied with this approach, check this forum thread and this video tutorial that might offer some solution or explanation.

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avatar image Yerendi · Mar 21, 2018 at 09:28 AM 1
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Thanks for response! We have quite "unique" chate mechanics - global one is shared between all servers so players from china can talk with players from Europe no matter on what server they are. So, main goal is to use English on global chat but we can't "force" players to do this. You confirmed my suspicions that it is technically a big problem and I think I will have to stay with the solution used in Unity Text - it's geometry is generated live and it can generates any character which is included in font. And about localized in-game content- there is no problem with it, I can take all localization files and generate Font Asset for every single one., only global chat is problem.

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