Assign and use Unicode for a sprite
You can assign a Unicode to a sprite and use the Unicode directly in your text object instead of the tag.
For example, the Unicode for a smiling face emoji is U+1F60A. To assign it to a sprite in your sprite asset:
In the sprite asset’s Inspector window, find the glyph in the Sprite Character Table. You can browse or search by index or name.
Click the glyph to enable the edit mode.
In the Unicode box, enter +1F60A.
Click the Unicode label to save your changes. The Unicode changes to 0xF1F60A.
To use the smiling face emoji in your text object, enter \U00F1F60A.
according to the above method , i can input the emojis of single code point. My question is : how to correctly set the unicode value of multi code point emojis. such as : U+0023 U+FE0F U+20E3. and other emojis that use Char Sequence.
Color glyph support will be coming in the future. This will then handle this correctly with the font data.
It will soon be available for TMP and then UI Toolkit will follow after.
Hi there,
I am using the Emoji’s with the Sprite asset and I can use the Emoji’s with single Unicode Like “U+1F600” , but there is the Issue that how can I use the Emoji’s with the long Unicode Like" u1f3c3_1f3fb_200d_2640" the Running Girl Emoji.
I try to write it and it shows the Girl but with the Emoji it shows the Boxes.
Will you please let me know How I can Do it.
Thanks in Advance. @Stephan_B @HugoBD-Unity @karl_jones
Thanks Karl for you response,
However this thread Didn’t help me out.
I use the Noto Color Emoji Font and make the color Font Asset by the steps in the Thread you mentioned above but it didn’t Work for me.
This is the font I am Using. “Noto Color Emoji - Google Fonts” by going on this Page I click on the Download Family.
In case If this is Not the Right Font Can yo please let me know about the Right Asset. I want to use Emoji’s In IOs And Android Also.
Moreover, I am struggling with ow for Over the Month.
Unfortunately, as stated in the limitation part of the doc, we currently only have partial support for OpenType Font Features. You’ll find more information on it in this forum post .
There is One more Question When there are You Planning to add the Use Filename as Unicode in the Sprite Importer.
Because this is only in the Preview TextmeshPro but according to my game Pattern I cannot use the preview version of the TextmeshPro if you guys can add this Functionality in the Tested Version of the TextmeshPro. Because it is Very Difficult to rename all the Sprite using in the Sprite asset
Image is Attached: