Search Issue Tracker
Won't Fix
Votes
1
Found in
2021.3.37f1
2022.3.23f1
6000.0.0b11
Issue ID
UUM-24876
Regression
No
IME languages are not recognized when entering input in Mobile and WebGL Builds
- Open the attached project "InputAndTMPInput-TestProject.zip"
- In File > Build Settings make sure that the WebGL Platform is selected
- Add "Main" Scene in the Scenes in Build
- Build and Run
- Change keyboard language to Japanese
- In the Build enter "hehe" into "Input Field" field and in the "TMP Input Field"
- Observe the output
Expected result: "へへ" symbols are written
Actual result: "hehe" is written
Reproducible with: 2021.3.9f1, 2022.1.15f1, 2022.2.0b7, 2023.1.0a9
Could not test with: 2020.3.39f1 - due to UUM-1136
Notes:
- Tested and reproduced with other languages - Japanese - Romaji, Pinyin - Simplified، Persian, Ainu، Arabic, Armenian, Assamese, Syriac, Bangla, Bodo.
- Does not reproduce on Mac and Windows Standalone
- With Persina, Arabic, Bangla, Bodo languages TMP Input is not working on iOS
- With Armenian language non of the Input fields are working on iOS
- With Arabic, Bodo and Armenian languages TMP Input is not working on iOS
- Japanese language works as expected on both Android and iOS
Tested and reproduced with devices:
- VLNQA00467 - Galaxy S21 Ultra 5G (SM-G998B), CPU: Exynos 2100, GPU: Mali-G78, OS: 11
- VLNQA00352 - iPhone 12 Pro (MGML3ET/A), CPU: A14 Bionic, GPU: Apple designed
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note:
This is working as intended. Input via IME is currently not supported on the Web platform. We will update this documentation page accordingly: https://docs.unity3d.com/Manual/IMEInput.html