Recently when I use NGUI with Unity 4.2, I found non-latin character (like Chinese or Russian) cannot be displayed in UILabel on WP8 and Win8 build. After further debugging, I found Font.GetCharacterInfo always return false for non-latin characters although they are already in font texture. The repro is very simple, just put a UILabel with non-latin character, deploy the build to a Win8 or WP8 device and the character won’t show up.
With Font.characterInfo, I am able to workaround this bug by re-implement Font.GetCharacterInfo. However, it will be great if Unity can confirm it’s a bug for WP8 and Win8 platforms and get it fixed soon.
For another problem I wanted to have text being typed it by a script already in its best fit. But to know the best fit of a string inside a given bounding box you could use text.cachedTextGenerator.fontSizeUsedForBestFit But I believe you need to give it an Update or something to calculate, as I’m not sure it happenes immediately every time the text changes.
For the life of me, I tried to get the low level information about fonts but couldn’t. Just gonna have to work around font issues is all I’m saying.