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Tips

Tips about the package and localization

Editor Menu

You can quickly access localization tools through the Unity menu bar. Navigate to Tools -> Evo Localization to access:

  • Open Localization Settings: Opens the Localization Settings asset.
  • Open Table Window: Opens the Table Window for editing content.

Tools Menu


Documentation Shortcut

You can click the Help icon to open the documentation page for that specific component. Shortcut


Recommendations

  • Use Meaningful Keys: Use descriptive keys like menu_start_button instead of generic names like key1. This makes content easier to find and manage.
  • Organize Tables: Group related content (UI, Gameplay, Dialogue) into separate tables to keep lists manageable and organized.
  • Enable Fallback: Keep Use Fallback enabled on Localized Objects to prevent missing content from breaking the UI.

TMP Font Fallbacks

Some languages, such as Japanese and Korean, use special character sets that are not available in most fonts. When TextMeshPro tries to render characters that are missing in the font asset, it will display a blank square instead.

The proper way to solve this is to replace the font asset attached to TMP objects. Evo Localization includes a component that does this natively. See the 'Font Swapper' section to learn more.

However, you can also use TMP Fallback Font Assets feature to solve this quickly and easily.

Select a TMP font asset

Locate the Fallback Font Assets sections

Add necessary fonts such as NotoSansJP, NotoSansKR, etc.

Alternatively, you can add global fallback fonts by searching for 'TMP Settings' in the Project window.

If you want to learn more, you can watch this YouTube tutorial that explains everything:


Font Swapper

This component swaps the TMP font asset of the attached TMP object based on the selected language. It effectively solves the issue of missing characters (often displayed as square blocks) caused by unsupported font glyphs.

For example, you might be using a font that handles most Latin alphabets well (such as Noto Sans), but want to support Japanese. If the current font does not include Japanese glyphs, you can select the Japanese language asset, create a new font mapping, and redirect the font to another one (for example, Noto Sans -> Noto Sans JP).

You can create separate mappings for each variant (Light, Bold, etc.). This provides a flexible solution without requiring you to add fonts to TMP fallback assets.

Select a TMP font asset

Click 'Add Component'

Search for 'Localized Font Swapper' or navigate to the Evo category

Add this component to each TMP object you want to be swapped

Done! You can now manage font mappings by selecting the language asset

Font Mapping


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