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(2 edits)

Okay, so I still feel this is a quick-and-dirty solution, but: 



I put all those .pngs inside of a folder named "Resources", then made sure all the images are imported as textures.

Then, I attach this script to the STM object I want to be able to render emoji: https://pastebin.com/qr9me3GA Hopefully pastebin properly uploads that soon...

Either way... the unity inspector itself isn't equipped to render emoji, so they will be invisible in all editor textboxes, and if you try and backspace though it, it will break surrogate heads and tails. I don't have a way around this besides saying to have your game's script be in a .txt file or just using quads. But... for player input that never has to see the unity inspector... this should work. Just make sure that if a player backspaces, to delete the entire quad tag instead of the last character in your text entry field.

I could add a method that can do this for the next update, but the process will be...


Regex match drawText "(<q=\w+?>)$"

If this match returns any result, the last thing being displayed by STM is a quad, so...

Well, the emoji are still being stored *as emoji* in STM, so I'd use that huge emoji regex to remove the last emoji in the string.