[SOLVED]Holes in Unicode handling

These (Accented Latin) Unicode characters in my script correctly display in the Inspector window, but only one third of them appear in Unity’s GUI:

“àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”

Why only some of these Unicode characters? (38 out of these 102)

It’s annoying because the ones I particularly need, āēīōū, are omitted from the GUI when the program runs. I’m using Courier, set to import the Unicode character set (in True Type Font Importer in the Inspector), and I can see the full set displayed in the font texture, and my java script is encoded UTF-8 and then UTF-16 (because I get conflicting information about which is proper in Unity so I try one and then the other).

(I understand already, BTW, that by SOD’s Law the characters I need are included in the bunch that don’t show.)

I got around this problem previously by creating a font in Fontographer with the characters I need, substituting the characters I want for characters that do display but that are not usually required. It’s a fudge, but I just wonder is it me or is it Unity that isn’t handling things correctly, with regard to missing Unicode characters?

This should normally work. Can you try finding out whether it’s the script import or the rendering which is failing? Try, for instance, doing a Debug.Log on the strings.

If you don’t find out anything, submit a bug report (with an attached project to recreate the problem).

Thanks Jonas

The script imports fine and there is no Debug.log indication of a problem. If you execute the following (by copying and pasting), all the characters display in the console and inspector, but a third only display in the GUI. Strange.

function OnGUI () {
Debug.Log (“àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”);
if (GUI.Button (Rect (10,10,450,20), “àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”)) {
print (“àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”);
}
GUI.TextField (Rect (10,30,450,20), “àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”);
}

It was my sillyness in not defining a GUIStyle for the buttons and boxes that included the UNICODE font. Once I did that, the UNICODE characters all appear OK. Sorry for wasting your time. I’ve been away from Unity for ages and have forgotten a lot.

HI there, Im experiencing problems with accents.

I tried to use:

Debug.Log(“àáâãäåāąăæçćčĉċďđèéêëēęěĕėƒĝğġģĥħìíîïīĩĭįıijĵķĸłľĺļŀñńňņʼnŋòóôõöøōőŏœŕřŗśšşŝșťţŧțùúûüūůűŭũųŵýÿŷžżźÞþßſÐð”);

and got a lot of “???” as response…

what should I do then?

I’m using Unity3D iPhone 1.5.1 Advanced…

thanks

Beneton

In the script editor, go to Text - Text Encoding and use UTF - 8 there instead of western iso

Hey dreamora,
In fact I changed to UTF-8 yesterday hoping to solve my problem, but no result.

When I opened my JS today, Unitron showed a warning/error :

There was a problem opening the document with the encoding “Unicode (UTF-8)”. Do you want to try to open it anyway?

Well, when I opened my JS, some of my characters where now “?”, so I realised I just needed to rewrite all my accents and the editor would make it right.

So, if you change your editor’s encoding, remember to reopen the editor and the js and rewrite the characters.