I'm using dynamic translation and some static translation, with use of Localize component and without, in all cases though the Arabic symbols don't connect properly. I have created an Urdu language, and I'm using google spreadsheet.
TextMeshPro is free and I believe they have a tool now that will migrate old Text components to TextMeshPro. Highly recommend it, even if you have to hand-convert all the text fields. It's better in the long term to have a proper text rendering system.
I tried TextMeshPro but I don't get all the characters in the font. The text partly displays as rectangles. The font is arabic, so it has all the characters needed. added kerning pairs, and all the character ranges but it does not work properly.
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Arabic translation not connected correctly
3 months 1 week ago #3025
When TextMeshPro shows characters as squares it means that the characters are missing, and this can be because of one of two things:
1- The font used to generate the TextMeshPro font asset didn't have the missing chars.
Not all fonts have the complete Unicode charset, some have only Latin characters, other add some complementary sets. If the font you are using doesn't have those characters, TextMeshPro will not generate them (or will generate them as squares).
This can easily be identified by opening the TextMeshPro font texture and seeing if there are any squares, if there are, then you need to use another font or a fallback.
If that's your case, my advice is to rebuild the font asset, use your dynamic font, but add ARIAL_UNICODE as the fallback.
ARIAL_UNICODE is a version of the Arial font that has the entire Unicode charset, so any character missing from your original font, will be found in this fallback one.
Once you generate the font asset again, there should be no square chars in your texture.
2- You are not baking all the needed characters into TextMeshPro font.
Arabic and other similar languages, are written using some characters from the Arabic Charset block, however, when they are rendered, there are language rules that require some of those characters to be combined together or separated into others.
See here some examples of this: w3c.github.io/alreq/#h_ligatures
Most of those unions, are set in Unicode with a different character in the complement/extended blocks.
That's why the characters you see in the TextField are not necessarily what Unity should render/use.
To account for this, I2 Localization, goes to all your texts, parses them and converts them into the final characters that are really used for rendering, and those are the one that are reported to you. Those are the one you need in your atlases.
To find them, just use this Charset tool: inter-illusion.com/assets/I2Localization...usedinLanguages.html
Paste those characters into TextMeshPro Font builder tool when generating the font asset. That will make sure that you have all the needed characters.
Hope that helps,
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