WTF?
can you see two bugs?
How can I fix this? Please help.
I would recommend switching to using TextMesh Pro instead of UI Text and the UI Input Field.
You will need to create a Font Asset from a source font file that contains Korean characters. This font asset can be dynamic to begin with for the purpose of testing.
To create a Dynamic Font Asset, simply select the source font file and use the context menu to create it as seen below.
This will create a dynamic font asset with default settings which can be changed later.
Then create a TMP Input Field from the UI menu and assign this newly created font asset to it.
Let me know if everything works as expected using the TMP Input Field.
This is not a font problem.
All fonts are output correctly.
Bug 1.
a. Select a part of the letters typing in English.
(key input : “abcdefgh”-> select with mouse “cdefgh”)
b. If you typing ‘ㄱ’ in Korean consecutively, an error occurs.
(key input : “ㄱ”, “ㄱ”)
=> Normally, “abㄱㄱ” is correct. But “abㄱcdefgh” and error occurs.
Bug 2.
a. key input : “abcdefgh”
b. Go to the first letter
c. typing ‘ㄱ’ consecutively
d. you can see “ㄱaㄱbㄱcㄱdㄱeㄱfㄱgㄱf”
=> Normally, “ㄱㄱㄱㄱㄱㄱㄱㄱabcdefgh” is correct.
What is this??
can you fix it?
P.S. The letter “ㄱ” is the same as the letter “a” in the alphabet.
아… 영어로 설명 할려니까 졸라 어렵네…
유니티 거 한국 사람 좀 없냐?
한번 설명 해주면 금방 이해 할텐데…
Text Mesh Pro InputField
same error…
And…
There is a misunderstanding in the video above.
“ㅁ” in the video is not a broken letter is correct Hangul letters.
The alphabet consists of “abcdefghijklmnopqrstuvwxy”.
Hangul is composed of “ㄱㄴㄷㄹㅁㅂㅅㅇㅈㅊㅋㅌㅍㅎ”
“ㅁ” in the video is the fifth letter. It is not a broken font.
can you understand?
I am able to reproduce the errors in the TMP Input Field and will take a closer look tomorrow.
If possible, I will post the code changes for the TMP Input Field which would enable you to make the changes in the current package instead of having to wait for the next release.
P.S. I am unable to reproduce the issue in the UI Input Field in 2019.1.13f1. Can you see if you are still able to reproduce the issue in the latest release of 2019.1?
P.S.S Seems like the Microsoft Korean IME on Windows is not working correctly either when trying to Input characters.
Same two Bugs in Unity 2019.1.13f1
Please Fix it…
and i find two bugs more…
Bug3. Backspace bug…
※ this bug is same in Inspector’s text editor.
Bug4. Read Only Bug…
Please fix these two bugs together.
Same for both Windows 7, Windows 10.
For bugs 1 and 2, see the IME Hangul Handling section of the Inspector’s text editor.
Bug3…must be fixed in both the input field and the Inspector’s text editor.
Although I need to do additional testing, I believe I have resolved issue #1, #2 and #4.
Issue #3 is more problematic as it relates to detecting when the composition ends.
For instance if you type “ㄱㄱㄱㄱ” in the inspector, you will notice the _ underneath the ㄱ as you type each of them. Pressing the left or right arrow keys or Enter terminates the composition and navigation works as expected.
However, pressing Backspace doesn’t register correctly nor does it result in any Input events. As such I don’t know Backspace was pressed nor that the composition ended.
For this issue, I need to talk with the Input team.
Thank you very so much~!!!
Where can I get a fixed version?
I will test and report the fixed version.
The fix for these issues will require both an updated TextMesh Pro package along with an updated version of Unity.
I am still working on IME related issues and will provide an update with more details in the next few days.
Here is an example where IME input correctly deletes the selection which is consistent with how this behaves in MS Word. IME Input is now also underlined until accepted.

good~! 뮻short~!
ok I’ll wait.
스테판_B님! 겁나 감사합니다.
Still making improvements to IME support and positioning of IME Window.

I do not know Chinese but it looks very good.
When will the new version be available?
Thank you~!
problem fixed TMP 1.5.0 preview 3
but still problem in UGUI (2018.4.6f1, 2019.2.17f1)
and i have to use ugui
i need more tissue…
Unity 2019.3.0f6 still does not resolve this issue.
I downloaded the source from the internet and am using some modifications. In the hope that Unity will be included in the engine as regular code, it will expose the modified code below.
And if Unity is aware that the Asian market is big, I think the issue should be fixed as soon as possible.
The code below is a modified code.
Symbol for modification → FIX_UGUI_INPUTFIELD_MULTILINGUAL_SUPPORT
5566246–574099–FixedInputField.cs (123 KB)
The UI.Text component is a legacy component which will continue to get bug fixes but very unlikely to get new functionality whereas the TextMesh Pro components are on active development and already improved support for Asian languages.
TMP now includes dynamic SDF support and fallbacks with multi atlas textures which is new in version 2.1.0-preview.x for Unity 2019.x.
Preview 7 includes improved handling of and and to provide for even better control for line breaking for Asian languages.
I strongly recommend using the TMP package version 1.5.0-preview.7 for Unity 2018.4, version 2.1.0-preview.7 for Unity 2019.x and 3.0.0-preview.7 for Unity 2020.x.
Like I said, I am actively improving TMP so please keep on providing feedback so I can keep improving our support for all languages.
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I am working fine by applying it with new code.
Thank you very much.
For reference, even the latest Unity version did not fix this bug …
I have same problem in Unity 19.1.1f1
And I Upgrade version 2.1.0-preview.x and I have to Upgrade My Unity to 2019.2.13f.1 because text mesh pro 2.1.0 Need That Version’s Unity.
Then, It works. But I dont have time. I Upgrade my Unity Project to 2019.2.13f.1
What Can I have to do?
I need some another solutions, Help!
These IME fix require Unity 2019.4.13f1.
The latest release of the TMP package for Unity 2019.4 is version 2.1.1.