![]() ![]() The second Dictionary will map all paths until the end.(example: sequence U+1f3c4 U+200d U+2640 U+fe0f will be mapped to ) The first table will Map the CharSequence to SpriteIndex.Search engine will try cache all Emoji Sequences of a SpriteAsset in two lookup tables.PS2: The CharSequence will be ignored if UnicodeHex = Name.ToHex() or if the Name is not in correct pattern. PS1: The pattern is the default names in emoji-date JSONs and in EmojiOne JSONs So this will be ignored by the searchengine (default TMP_Text can handle this case without extra overheads because the sequence = unicode representation) So this a valid CharSequence and must be included in SearchEngine because TMP_Text dont know how to handle with it The emoji sequence will be extracted from TMP_Sprite.name in UTF32 or UTF16 HEX format separeted by '-' for each char (see example below).Here an example of a chat system implemented with this Api.Save your SpriteAsset and use it in TextMeshPro (yey!)ĮNJOY the Full Unicode Emoji 14.0 Support! YEY!. ![]() Check the Import Format to "Emoji Data Json".Drop the JSON downloaded from emoji-date in the tool and configure the size/spacing/padding of the grid in SpriteSheet (default size 32x32, with spacing 2x2 and padding 1x1).(Path: "Window/TextMeshPro/Sprite Emoji Importer") Access in Unity the tool 'Sprite Emoji Importer'.Download a JSON and a Spritetexture from.USING CONVERSION TOOL TO GENERATE SPRITEASSETS (NEW GUIDE): This SpriteAsset contains all emojis from Android 9.0 in 32x32 per emoji format. PS: Already added the EmojiData_google in this project so you can use it. Add in TMP SETTINGS (or in your TMP_EmojiTextUGUI) the spriteasset in correct format ![]()
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