Noto fonts9/13/2023 ![]() ![]() And of course always back up your scene before updating to a new version.īack to the original question of importing oriental fonts I too am confused and have questions about how this is done. If you have no compiling errors I would say delete your manifest.json before updating the scene so it can rebuild with the new settings as needed. If you fix all compiling errors and re-import the prefabs they should work. I know I am late to this and surely you have solved the original issue but I wanted to point out a link that may help with future projects moving from an 2018.2 to 2018.3 The broken prefabs are likely caused by a compile error stopping a build. The new Dynamic system is very powerful so just trying to also make your life easier in that respect as well. If submitting a bug report is too much trouble I certainly understand, I am simply offering to take a look at this to help you out and invest the time myself to figure out why you ran into such issues. In terms of a good place to get information about the Unicode ranges used for any given language, Unicode.Org is the best place.įor handling localization, the new Dynamic SDF system makes this process so much easier and if the issue with the upgrade was due to something else, the please submit a bug report with the included project as simply upgrading from 2018.2 to 2018.3 should not blow up your project and is something we should look at. Net 3.5 has been deprecated anyway) but if that was the case, I already reverted that change for version 1.4.1-preview.1 which is available via the package manager. ![]() Net 4.x (which is simply to do and will eventually be required as the old. The only issue you would run into with version 1.4.0 of TMP is the need to switch the Scripting Runtime API to. Going from 2018.2 to 2018.3 should be pretty smooth. This will result in the Korean characters and glyph being added to this dynamic fallback.įor example, the LiberationSans font asset included in the updated TMP Essential Resources with version 1.4.0 of TMP use this setup where the LiberationSans is static but also has a dynamic fallback assigned to it.Ĭlick to expand.What specifically broke? ![]() My recommendations for handling this, would be to use the latest version of TMP if you are using Unity 2018.3 with the new Dynamic SDF system and to created a static font asset that contains Extended ASCII and then a single fallback that is dynamic which will be assigned to the primary static font asset. In the latest version of TMP which is version 1.4.0 for Unity 2018.3 or 2.0.0 for Unity 2019.1 which now include the new Dynamic SDF system, the Font Asset Creator now provide more informative feedback which includes the list of Characters Included, Missing and Excluded because they could not fit into the given atlas size based on the settings provided. However, in your original image, you have the Extended ASCII set selected and as such these Korean characters would be excluded as seen below. Thank you for providing a reference to the source font file.Īs per the image below, the source font file does appear to contain the following characters "여보세요" ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |