Emoji routing: the global fallback is the only route; the check observes it

EmojiFont.Build leaves TMP's emoji fallback list empty. EmojiCheck fails when that list is non-empty,
when the global fallback lacks Emoji.asset, or when a glyph is served by a font other than Emoji.asset
or the body font; reads the Pirates product names from the shipped catalog; renders the
emoji-test.txt corpus and reports what Twemoji lacks; counts only used atlas pages (TMP doubles the
array capacity, so trailing slots are null by design).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-08 22:45:51 +02:00
commit 37f40dfdd7
3 changed files with 70 additions and 31 deletions

View file

@ -6,22 +6,20 @@ using TMPro;
using UnityEditor;
using UnityEngine;
// Every single-code-point emoji the pinned font set draws, and the Pirates product names, render through an
// ordinary TMP text on the game's body font with no missing code point and with ink in the emoji atlas.
// Every single-code-point emoji of the pinned Unicode Emoji version that Twemoji draws, and the Pirates product
// names read from the shipped catalog, render through an ordinary TMP text on the game's body font with no
// missing code point, no blank glyph, ink in the emoji atlas, and each glyph served by the emoji asset or by the
// body font itself, never by a third font. TMP Settings must route emoji by exactly one entry: the global
// fallback (the emoji fallback list stays empty), so dropping that entry or re-adding the second route fails.
// Run as -executeMethod EmojiCheck.Run (exit 1 on failure in batchmode, as EngineAssetCheck). Corpus:
// tools/emoji/emoji-singles.txt; -emojiLimit N spreads N entries evenly across it for the spike.
// tools/emoji/emoji-singles.txt (from emoji-test.txt); the emoji Twemoji lacks are listed in
// tools/emoji/emoji-unsupported.txt and reported, not rendered; -emojiLimit N spreads N entries evenly for a spike.
public static class EmojiCheck
{
const string BodyFontPath = "Assets/Fonts/Ubuntu/Ubuntu-L Small SDF.asset";
const string PiratesFaction = "Pirates";
const int Chunk = 64;
// The eight Pirates products (addenda "The Pirates record r2"), written as code points.
static readonly string[] PiratesNames =
{
"\U0001FAF3\U0001F52B", "\U0001FAA6\U0001F920", "\U0001F9FE\U0001F6AB", "\U0001F3A8\U0001F648",
"\U0001F525", "\U0001F440\U0001F3AF", "\U0001F511\U0001F3C3\U0001F4A8", "\U0001F4E6\U0001F92B",
};
[MenuItem("Aetheria/Text/Check Emoji Rendering")]
public static void Run()
{
@ -32,7 +30,8 @@ public static class EmojiCheck
if (Application.isBatchMode) EditorApplication.Exit(failures.Count == 0 ? 0 : 1);
}
static string RunCheck(List<string> failures)
// Public so a scratch driver can mutate TMP Settings in memory and watch this fail; adds to failures.
public static string RunCheck(List<string> failures)
{
var emoji = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(EmojiFont.AssetPath);
var body = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(BodyFontPath);
@ -42,7 +41,14 @@ public static class EmojiCheck
return "nothing checked";
}
var corpus = LoadSingles();
// One route: the global fallback names the emoji asset, and the emoji fallback list is empty.
if (TMP_Settings.emojiFallbackTextAssets != null && TMP_Settings.emojiFallbackTextAssets.Count > 0)
failures.Add("TMP Settings' emoji fallback list is not empty: a second emoji route exists (EmojiFont.Build leaves it empty).");
if (TMP_Settings.fallbackFontAssets == null || !TMP_Settings.fallbackFontAssets.Contains(emoji))
failures.Add("TMP Settings' global fallback list does not name Emoji.asset: the only emoji route is gone.");
var unsupported = new HashSet<int>(LoadCodePoints("emoji-unsupported.txt"));
var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList();
var missing = new HashSet<int>();
TMP_Text.MissingCharacterEventCallback onMissing = (unicode, index, source, asset, component) => missing.Add(unicode);
TMP_Text.OnMissingCharacter += onMissing;
@ -54,7 +60,8 @@ public static class EmojiCheck
text.textWrappingMode = TextWrappingModes.NoWrap;
text.rectTransform.sizeDelta = new Vector2(100000, 100000);
int viaEmoji = 0, viaOther = 0, blank = 0;
int viaEmoji = 0, viaBody = 0, blank = 0, pirateNames = 0;
var strays = new HashSet<string>();
try
{
void Render(string content, string label)
@ -65,7 +72,10 @@ public static class EmojiCheck
{
var info = text.textInfo.characterInfo[i];
if (info.character == ' ' || info.elementType != TMP_TextElementType.Character) continue;
if (info.fontAsset == emoji) viaEmoji++; else viaOther++;
if (info.fontAsset == emoji) viaEmoji++;
else if (info.fontAsset == body) viaBody++;
else if (strays.Add($"{info.fontAsset.name}:{(int)info.character:X}"))
failures.Add($"U+{(int)info.character:X4} in {label} was served by {info.fontAsset.name}, not Emoji.asset or the body font");
if (info.fontAsset == emoji && info.textElement.glyph.glyphRect.width <= 0)
{
blank++;
@ -79,7 +89,24 @@ public static class EmojiCheck
var slice = corpus.Skip(i).Take(Chunk).ToList();
Render(string.Join(" ", slice.Select(char.ConvertFromUtf32)), $"chunk {i}");
}
foreach (var name in PiratesNames) Render(name, "Pirates name");
// The Pirates names as the shipped catalog stores them, through the game's own catalog reader.
var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc");
using (var catalog = AetheriaStores.Open(catalogPath))
{
var pirates = catalog.GetAll<Faction>().SingleOrDefault(faction => faction.Name == PiratesFaction);
if (pirates == null) failures.Add($"the catalog has no {PiratesFaction} faction");
else
{
var key = catalog.RefOf(pirates);
foreach (var product in catalog.GetAll<FactionProductData>().Where(product => product.Manufacturer.Equals(key)))
{
pirateNames++;
Render(product.Name, $"Pirates product name \"{product.Name}\"");
}
if (pirateNames == 0) failures.Add($"the catalog has no {PiratesFaction} products");
}
}
}
finally
{
@ -89,12 +116,13 @@ public static class EmojiCheck
foreach (var cp in missing.OrderBy(c => c)) failures.Add($"missing code point U+{cp:X4}");
// TMP over-allocates atlasTextures by doubling its capacity when a page is added, so entries past
// atlasTextureCount are null by design (3 pages in a 4-slot array). Only the used pages count.
long ink = 0, colour = 0;
int pages = 0, nullPages = 0;
foreach (var page in emoji.atlasTextures)
for (var i = 0; i < emoji.atlasTextureCount; i++)
{
if (page == null) { nullPages++; continue; }
pages++;
var page = emoji.atlasTextures[i];
if (page == null) { failures.Add($"emoji atlas page {i} of {emoji.atlasTextureCount} is null"); continue; }
var pixels = page.GetPixels32();
ink += pixels.LongCount(p => p.a != 0);
colour += pixels.LongCount(p => p.a != 0 && (p.r != p.g || p.g != p.b));
@ -102,20 +130,30 @@ public static class EmojiCheck
if (ink == 0) failures.Add("the emoji atlas holds no ink after rendering");
else if (colour == 0) failures.Add("the emoji atlas holds no coloured pixel: the glyphs rendered monochrome");
var pages = emoji.atlasTextureCount;
// Dynamic atlas content is cache: drop it so this check leaves the asset as Build wrote it.
emoji.ClearFontAssetData(true);
return $"checked {corpus.Count} single code points + {PiratesNames.Length} Pirates names, {missing.Count} missing, " +
$"{viaEmoji} glyphs via the emoji asset, {viaOther} via other fonts, {blank} blank, {ink} atlas ink pixels of which {colour} coloured, {pages} atlas pages ({nullPages} null)";
if (unsupported.Count > 0)
Debug.LogWarning($"EmojiCheck: Twemoji lacks {unsupported.Count} single-code-point emoji of the Emoji version: " +
string.Join(" ", unsupported.OrderBy(c => c).Select(c => $"U+{c:X4}")));
return $"checked {corpus.Count} single code points ({unsupported.Count} not drawn by Twemoji, listed in the warning) + {pirateNames} Pirates product names, " +
$"{missing.Count} missing, {viaEmoji} glyphs via the emoji asset, {viaBody} via the body font, {strays.Count} via other fonts, {blank} blank, " +
$"{ink} atlas ink pixels of which {colour} coloured, {pages} atlas pages";
}
static List<int> LoadSingles()
{
var path = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", "emoji-singles.txt");
var all = File.ReadAllLines(path).Where(l => l.Length > 0).Select(l => Convert.ToInt32(l, 16)).ToList();
var all = LoadCodePoints("emoji-singles.txt");
var args = Environment.GetCommandLineArgs();
var at = Array.IndexOf(args, "-emojiLimit");
if (at < 0 || at + 1 >= args.Length) return all;
var limit = int.Parse(args[at + 1]);
return Enumerable.Range(0, limit).Select(i => all[i * all.Count / limit]).ToList();
}
static List<int> LoadCodePoints(string file)
{
var path = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", file);
return File.ReadAllLines(path).Where(l => l.Length > 0).Select(l => Convert.ToInt32(l, 16)).ToList();
}
}

View file

@ -6,8 +6,10 @@ using UnityEngine.TextCore.LowLevel;
// The one writer of the emoji font asset and of TMP Settings' emoji routing. The font file is the
// output of tools/emoji/fetch_emoji_font.py; the asset is a dynamic COLOR font asset whose atlas pages
// are cache, filled on first use at runtime and cleared here. Every TMP text reaches emoji through
// TMP Settings' emoji fallback and global fallback list; no component names an emoji font.
// are cache, filled on first use at runtime and cleared here. Every TMP text reaches emoji through ONE
// route, TMP Settings' global fallback list; the emoji fallback list stays empty, and no component names
// an emoji font. (Measured: the global list alone resolves every single code point; the emoji list alone
// leaves 200 text-presentation emoji unresolved. A second route could only disagree with the first.)
public static class EmojiFont
{
public const string FontPath = "Assets/Fonts/Emoji/Twemoji.ttf";
@ -61,16 +63,15 @@ public static class EmojiFont
// The atlas pages are cache: Build leaves them empty, the same state EmojiCheck restores.
asset.ClearFontAssetData(true);
// Text-presentation emoji (U+263A without FE0F) are not routed through the emoji list, so the
// asset is also the global fallback.
TMP_Settings.emojiFallbackTextAssets = new List<TMP_Asset> { asset };
// One route: the global fallback. It also serves text-presentation emoji (U+263A without FE0F).
TMP_Settings.emojiFallbackTextAssets = new List<TMP_Asset>();
TMP_Settings.fallbackFontAssets = new List<TMP_FontAsset> { asset };
TMP_Settings.defaultSpriteAsset = null;
EditorUtility.SetDirty(asset);
EditorUtility.SetDirty(TMP_Settings.instance);
AssetDatabase.SaveAssets();
message = "EmojiFont: built " + AssetPath + " and routed TMP Settings' emoji fallback to it.";
message = "EmojiFont: built " + AssetPath + " and made it TMP Settings' only emoji route (the global fallback).";
return true;
}
}

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