Avoid massive static CJK atlas baking
Baking 11,172 Korean glyphs and Chinese ideographs into static SDF textures requires multiple 4K atlases. Instead, keep your primary Latin font lightweight and link CJK font assets configured with Dynamic SDF into the Fallback Font Assets list.
using TMPro;
using UnityEngine;
public class FontFallbackSetup : MonoBehaviour
{
[SerializeField] private TMP_FontAsset primaryFont;
[SerializeField] private TMP_FontAsset koreanFallback;
[SerializeField] private TMP_FontAsset japaneseFallback;
private void Awake()
{
if (primaryFont != null && !primaryFont.fallbackFontAssetTable.Contains(koreanFallback))
{
primaryFont.fallbackFontAssetTable.Add(koreanFallback);
primaryFont.fallbackFontAssetTable.Add(japaneseFallback);
}
}
}English text expansion and Word Wrapping
English translations typically expand 1.3x to 1.5x compared to Korean source strings. Fixed-width dialog containers will clip long phrases unless Word Wrapping is enabled alongside a ContentSizeFitter.
using TMPro;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(TextMeshProUGUI))]
public class ResponsiveDialogText : MonoBehaviour
{
private TextMeshProUGUI tmpText;
private void Awake()
{
tmpText = GetComponent<TextMeshProUGUI>();
tmpText.enableWordWrapping = true;
tmpText.overflowMode = TextOverflowModes.Ellipsis;
ContentSizeFitter fitter = GetComponent<ContentSizeFitter>();
if (fitter != null)
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
}
}Korean word boundary wrapping
Enable the Korean word wrapping mode on TextMeshPro settings to prevent Korean postpositions (particles) from awkwardly breaking onto new lines.
Official documentation review
Verified
Reviewed the article's code and procedure against official Unity documentation and marked it ready for publication. This is not a claim of an independent Unity project or device reproduction; version- or device-specific reports will be checked in that environment as follow-up.