So, I want to use TextMesh Pro to optimize game chat. There are people from all over the world using this chat. So I have latin, chinese, japanese, russian and all kind of stuff. My question is, how to generate Font Asset that includess characters from all languages? Now I’m using Unity UI Text component which is generating text geometry runtime so there is no problem with “missing” characters but ofc performance is much worse than on TMP. I will discribe what I’ve tried to do, maybe I’m missing sth.
ASCII, Extended ASCII, ASCII lower/upercse, numbers + symbols not suited me ofc. There are two options for me: ranges and custom characters. But general problem is that “non-asian” languages have in total ~2k characters. Asian languages have in total like 100k (!) characters. There is no posibility to generate that huge atlas. What am I doing wrong?