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## [3.2.0-pre.4] - 2022-12-16 ### Changes - Fixed italic horizontal displacement of punctuation. (TMPB-133) - Updated Input Field to not restore the original text when the X in the HoloLens keyboard is pressed. - Fixed MissingReferenceException when changing scenes. See case [TMPB-120](https://issuetracker.unity3d.com/issues/missingreferenceexception-thrown-when-changing-scenes) and forum [thread](https://forum.unity.com/threads/tmpro-submeshui-error-when-changing-scenes.1129724/) for more info. - Fixed Undo operation not correctly undoing some newly created TMP objects. Case #1400391 - Fixed glyphs not being drawn in the various font asset inspector tables although present in the glyph table until unselecting and re-selecting the font asset. - Fixed incorrect line breaking when using a mixture of Latin and CJK text. - Fixed potential NullReferenceException when creating font asset with multiple atlas textures. See [forum post](https://forum.unity.com/threads/how-can-i-submit-bugs-or-issues-for-tmp.628687/#post-8186100) for details. - Fixed potential issue when using the <mark> tag in conjunction with Ellipsis. - Added new "Get Font Features" option in the Generation Settings of Font Assets to provide control over fetching of font feature data. - Fix potential duplication of Ligature data when using Dynamic Font Assets. - Added new "duospace" attribute to the <mspace=value> markup tag where the spacing of the '.', ':' and ',' characters will be half of the value. This was added as an option when displaying numerical values using this markup tag. - With the addition of support for new OpenType Layout features such as Ligatures, Mark-to-Base and Mark-to-Mark, we have made the following changes: - The "Kerning" option in the Extra Settings of the text component inspector has been replaced by a new popup menu to independently control these features which are "kern", "liga", "mark" and "mkmk" - The "enableKerning" property has been deprecated and replaced by the "fontFeatures" property which is a list that contains which features are enabled on the text component. - Fixed two potential NullReferenceException related to missing material references or materials on SubMesh text objects. See [forum post](https://forum.unity.com/threads/tmpro-submeshui-error-when-changing-scenes.1129724/#post-8462771) for details. - Fixed for text alignment mode Justified and Flush blending not working correctly when using <NBSP> in the text. - Fixed external keyboard on iOS/tvOS and Android when Hide Soft Keyboard is used
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# Color emojis | ||
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You can include color glyphs and emojis in text. To do so, import a font file that has color emojis in it and set it as the fallback emojis text assets. | ||
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 | ||
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## Set up color emojis | ||
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Create a color font asset and add it to the TMP Settings Fallback. Note this is the same as the Project Settings/TextMeshPro/Settings as depicted in the image. | ||
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1. In your project, import a font file that has color emojis in it. | ||
2. Right click in the `Asset` folder, and then select **Create > TextMeshPro > FontAsset > Color**. This ensures that you create the font asset with the right shader (Sprite) and the right atlas rendering mode (Color). | ||
3. Open the TMP Settings asset or alternatively via the **Edit > ProjectSettings > TextMesh Pro > Settings**. | ||
4. Add the emoji font asset to the **Fallback Emoji Text Assets** section. | ||
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 | ||
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Alternatively, assigning a color font asset to the text object will work fine provided that the [Emoji Fallback Support](ColorEmojis) option in the Extra Settings of the text component is disabled. | ||
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## Include emojis in text | ||
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To include emojis in text, do the following: | ||
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- Include emojis in text through their Unicode. For example, enter `\U00001f60` to represent a smile. | ||
- Use OS Virtual Keyboard. | ||
- Copy the emojis from an external Text Editing tool and paste them in your text field. | ||
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To find more information about the Unicode Emojis Standard, see this [link](http://unicode.org/Public/emoji/14.0/). | ||
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## Control Emoji Fallback Search | ||
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The "Emoji Fallback Support" option controls where we search for characters defined in the Unicode Standards as Emojis. | ||
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When this option is enabled (default), the "Fallback Emoji Text Assets" list will be search first for any characters defined as Emojis. | ||
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When this option is disabled, the Primary font asset assigned to the text component will be searched first. | ||
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Basically, this option overrides the character search to prioritize searching thru the "Fallback Emoji Text Assets" list first when the character is an emoji. | ||
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This option is also useful when a font contains black-and-white emojis as it allows the user to control if the emojis contained in the primary will be used or those from the "Fallback Emoji Text Assets" list. | ||
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To update the `Emoji Fallback Support`: | ||
1. Select the **Text (TMP)** field in the hierarchy. | ||
2. In the Inspector window, under the `Extra Settings` foldout of the **Text (TMP)** field, select the **Emoji Fallback Support** toggle. | ||
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 | ||
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## Limitations | ||
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The color emojis feature has the following limitations: | ||
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- It doesn't support some OpenType font features, such as chain context and single substitution. | ||
- It doesn't support Apple fonts that use the AAT format. It's a predecessor to OpenType. | ||
- It doesn't support SVG color glyphs. | ||
- Dynamic OS FontAsset has limited support on some iOS devices. The `Apple Color Emoji` font file found on OSX and several iOS devices works fine. However, the `Apple Color Emoji-160px` found on newer iOS devices is not support as the emoji's are encoded in JPEG format which is not supported by FreeType. | ||
- Prior to Unity 2023.1, adding a UTF-32 through the inspector sends an error. The emojis won't display in the inspector. |
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