I use some unusual characters in my app, like die faces, card suits, etc… and yes, I know I could probably find a font that has these, but I have reason to be happier representing them as sprites.
So I prepared my sprite asset, and even managed (by hacking the asset file with a text editor) to get the correct Unicode values assigned to each one:
I set this as the default sprite atlas in the TMPro Settings. Then I tried using it in a TextMeshProUGUI, in three ways: a normal sprite reference, the character just pasted right in, and the character as a \U escape sequence:
And the result…
Sadness. The tag works, but either way of just dealing with the Unicode does not.
I’ve seen comments from @Stephan_B suggesting that sprites can be automatically substituted for Unicode characters in the text. But I can’t find anything on how to set that up. What am I missing?