CJK Fallback Switch Guard
Validate and switch locale-specific TextMesh Pro fallback lists for Chinese, Japanese, and Korean projects while preserving the original font order.
by JIALiiii
Price History +
CJK projects can need a different TextMesh Pro fallback priority for Simplified Chinese, Japanese, and Korean. A single shared order can increase the risk of selecting an unintended regional glyph when the game changes locale.
CJK Fallback Switch Guard gives you explicit, ordered profiles for each locale, an editor check for structural configuration problems, and a reversible runtime switch. It changes only the configured TMP fallback lists. When the controller is disabled, it restores the original lists captured before the first switch.
WHAT IS INCLUDED
• Locale profiles for zh-CN, ja-JP, ko-KR, or your own locale codes.
• Ordered fallback lists for one or more primary TMP font assets per locale.
• Editor checks for empty or duplicate locale codes, missing or repeated fonts, self-reference, repeated primary targets, and configured fallback cycles.
• Deterministic reports that can be copied or saved inside the project.
• Runtime switching that preserves the first original list for later restore.
• TMP fallback cache clearing when the installed TMP package exposes the supported API, followed by refresh of active TMP text.
• A demo scene, integration guide, limitations, changelog, tests, and readable C# source.
TYPICAL WORKFLOW
1. Create a CJK Fallback Switch Profiles asset.
2. Define the ordered fallback list for each locale.
3. Run the editor validator before Play Mode.
4. Add one persistent controller and call ApplyLocale(...) from your existing localization event.
5. Disable or restore the controller to return to the original fallback lists.
REQUIREMENTS AND VERIFIED ENVIRONMENT
• TextMesh Pro 3.0.7 is required and is not redistributed.
• The exact global release package passed clean import, scene-reference checks, and 13/13 automated tests in Unity 2022.3.62f1c1 (China distribution).
• Delivery and installation were verified through the traditional .unitypackage import route.
• No claim is made for the standard global 2022.3.62f1 editor, Unity 6, UPM delivery, other operating systems, or other editor patches until the exact frozen package is tested there.
IMPORTANT LIMITATIONS
• Fonts are not included, generated, downloaded, embedded, subset, or licensed. Use only fonts you are licensed to ship.
• The tool validates fallback structure; it does not prove glyph coverage, linguistic correctness, shaping, atlas capacity, memory use, performance, overflow, line breaking, or store acceptance.
• Fonts loaded later through Addressables or custom loaders must be integrated after those assets are available.
• Use one persistent controller for each configured font set. Multiple independent controllers changing the same primary font are unsupported.
• The product does not translate text or replace a localization system.