My game has a mix of Korean text that is either a) broken up into words with spaces or b) all connected with no spaces. It varies by UI screen and use-case. Turning on modern line breaking causes the Korean text with no spaces to auto-size very small and not line-wrap correctly.
What we really need is a hybrid system where if the text contains spaces between words, then it uses the modern line breaking, and if there’s no spaces, then it is free to break up the characters how it normally would. I could write a script to detect this, but I’d prefer not to have to add that to every text object in the game. Also this Korean line breaking is a global setting, not a per-object one. So seems best to have TextMesh Pro just be smarter about Korean in the first place.
@Stephan_B Thanks!!