I can’t get TextMesh Pro to work with Japanese, my second language… Some of the fonts type Japanese just fine, but weird errors come up when I type Japanese and then change the font. Every time I change the font, it will not change, but it will create a subUI object and come up with a “canvas renderer not found” error on each of the sub elements. So if I just try changing the font constantly, it will continue to create new objects??
It is difficult to work with, as I plan to translate my game fully to Japanese personally and it’s not easy to test out how it looks because I can’t use it. It works fine with the regular text objects, but then i lose all the TextMesh Pro’s features.
What the following videos which explain how to create font assets to handle CJK. It also explains the fallback system and the new Multi Atlas Texture features available in the latest releases.
I’m still getting this weird glitch… Well, Roboto is supposed to be Unicode, so I set it as the fallback, but I’m just getting the “There is no canvas renderer attached to this object” error…