I was using TextMeshPro assets within my project to display text content within my project.
After creating a whole project in English, I have decided to add other language support for my game project.
I have implemented Language Localization and it worked perfectly within the project.
But after adding Language Localization, I noticed problem-related with some languages like Japanese, Chinese, Hebrew, Arabic etc…
Let me show you what problem I was getting through examples:
1> Japanese and Chinese language problem
TextField is not displaying exact content in the actual game.
I don’t know what will happen with the Arabic language but I knew Arabic will also create a problem for me.
What is the solution for this?
Shall I require to change the font type?
As per this discussion, I have downloaded fonts for Chinese, Japanese, and Hebrew language fonts from Google Noto Fonts because my regular font was not supporting these languages.
For this, I required to update Font Assets file runtime based on Locale get selected as per language.
By default, Localize String Event’s UpdateString() method gets called when the string is displayed in the screen based on language selection.
Now with the same event, I want to attach Font Assets changing too.
Because English, Chinese, Japanese, and Hebrew languages required different Font Assets.
How to implement this via Coding?
Please help me to set up an automated way so I don’t require to add more human efforts in tedious work.
I tested your project. The font you are using does not seem to support Chinese. I used this font and it worked Noto Sans Traditional Chinese - Google Fonts
Looks like your Japanese font also has missing characters
Still, on my end, the Traditional Chinese language font is not working in the demo scene.
I can’t able to see Chinese letters within the creator window - maybe there is an import settings issue!!