XUnity.AutoTranslator
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Japanese Unity Game translate to Chinese with □□□
.Background Game: LOOK.hac -ルック・ハック- It has 5 standalone version of different: Japanese, English, Trad-Chinese, Simp-Chinese, Korea But non-Japanese versions were all translated by machine. So, they are Un-Readable. The LOOKhac_Data folder of all versions are barely the same. Each version contains all languages' data, pics, texts, resources... etc. And it's TextMeshPro version is 1.4.0
.AutoTranslator
In Japanese-Version, I use BepInEx to translate Japanese to Chinese.
After I translated the text, some texts were shown as □ in there.
(Japanese-Ver, with AutoTranslator)
(Chinese-Ver, All texts are correctly shown)
I tried to set AutoTranslatorConfig.ini: OverrideFontTextMeshPro, FallbackFontTextMeshPro By using "arialuni_sdf_u2018 / arialuni_sdf_u2019", the results are: - arialuni_sdf_u2018: nothing changed. - arialuni_sdf_u2019: all texts are disappear.
(Japanese-Ver, with AutoTranslator,
OverrideFontTextMeshPro, FallbackFontTextMeshPro = arialuni_sdf_u2019)
.Try to build font I downloaded the Unity-Hub, build a "Unity 2022.3.4f1" environment. Use the TextMeshPro ver1.4.0 package, and try to build a CJK font with Google Noto fonts. But the new version Unity abandoned AssetBundle Builder, So that I can't export the font to test. Now I am stuck here.
.Any Help I wonder why the Chinese-Ver can show correctly texts. (But that were machine-translated. So that are Un-Readable, Un-Understandable) But Japanese-Ver will leak some Chinese texts. As these versions using the same Game-Data.
Since "arialuni_sdf_u2018 / arialuni_sdf_u2019" seems built by TextMeshPro 1.2.0 or older. So they can't work correctly. (Dismatch the TextMeshPro Version of this game?) I need someone help me to build a CJK fonts using TextMeshPro 1.4.0. Or someone know where can I download it? Any help will be appericated!