Here’s my inspector, with the font downloaded from https://fonts.google.com/noto/specimen/Noto+Color+Emoji on the left (NOT WORKING), NotoColorEmoji.ttf in the middle and NotoColorEmoji_WindowsCompatible.ttf on the right (BOTH WORKING AS EXPECTED):
Regarding the character set range, I’m no expert on font rendering at all so I might be wrong but my understanding is that Unity includes all the characters you use in your scenes by default (you will see which characters are included in the Character Table in the Inspector in the Font Asset File as in the screenshot above. Now I think if ‘Atlas Population Mode’ is set to ‘Dynamic’, Unity should do everything for you. For me, this worked perfectly until I had user input text, for which I had to enable ‘Multi Atlas Texture’ in the inspector. Honestly, I don’t know why. The below screenshot is from the NotoColorEmoji.ttf Font Asset, which works well for me now:
Thank you for posting the solution.
I followed your steps, but I am having the following issue: the emojis are displayed as white only characters. I have tried with both WindowsCompatible and the simple one.
How did you get to that screen? In the font I found "NotoColorEmoji Atlas Material as a grayed out field under “Atlas & Material”, and double clicking it I’m able to change it to sprite but it has no effect. It looks a little different from your screenshot. I’m using Unity 2022.
How do you get 3.2.0? I just updated mine and it says the latest version is 3.0.9…
Edit: I finally figured out this entire discussion is prefaced around having text mesh pro 3.2.0. You have to add com.unity.textmeshpro, version 3.2.0-pre.11 and you might have to specify in project settings to allow preview packages in package manager. After that, you have to RECREATE the font and then select COLOR and then everything should work
Hi! I had the exact same problem as you, but I found the solution.
According to Unity’s documentation for TextMeshPro 3.2, you need to set a Fallback Emoji Text Asset in your TextMeshPro settings:
Edit → TextMeshPro → Settings
The text asset you need to create should not be an SDF font asset but a Color font asset:
Right click on font → Create → TextMeshPro → Font Asset → Color
This will ensure that emojis are displayed in color instead of white or grayscale.
One additional setting that might help folks, it looks like the glyphs are 128 pixels tall, so setting the “font size” in the “Update Atlas Texture” window to 128 will help match them to the surrounding font size.