# All-Chinese-Character-Set for Unity TextMeshPro

> All-Chinese-Character-Set is a collection of plain-text character files for Chinese text and symbols, with optional font assets for Unity TextMeshPro. It suits developers preparing character subsets for a Unity font asset, but it is a data repository rather than a font-generation package.

**wy-luke/All-Chinese-Character-Set** — 致力于维护一个包含全部中文字符（汉字+符号）的字符集，包罗万象，含3500 / 7000 常用汉字集、常用符号集。A Charater Set contains all Chinese charaters.

- Repository: https://github.com/wy-luke/All-Chinese-Character-Set
- Stars: 1,953 · Forks: 216
- Language: JavaScript
- License: not declared
- Published: 2026-10-16 · Updated: 2026-10-16 · Language: en
- Canonical page: https://hysenlabs.com/projects/wy-luke-all-chinese-character-set

## What the All-Chinese-Character-Set repository contains

All-Chinese-Character-Set addresses a narrow but practical problem: obtaining a reusable character list when text rendered through Unity TextMeshPro needs Chinese characters, punctuation, letters, digits, or special symbols. The intended users are developers building or preparing a Unity Chinese font asset, particularly those who need a predefined list rather than collecting glyphs one at a time. The repository is primarily JavaScript-oriented, but the documented deliverables are text files and font resources rather than a documented JavaScript API.

The repository offers several levels of coverage. `symbols.txt` contains Chinese and English symbols, upper- and lower-case English letters, and digits. `symbols-fullwidth.txt` presents the symbol set in full-width form. The larger files combine predefined Han character counts with both full-width and half-width symbols: `3500+symbols.txt` contains 3500 common Chinese characters, `7000+symbols.txt` contains 7000, and `all+symbols.txt` contains the repository's complete Han character set.

The difference matters because a larger file can create a larger source set for a font workflow, while a smaller file can reduce the amount of text that must be represented. The repository does not document the exact Unicode range, deduplication rules, encoding validation, or ordering guarantees for `all+symbols.txt`, so the filename should not be treated as proof that every code point defined by Unicode is present. The README describes the goal as all Chinese characters, but its concrete product is a set of maintained text files whose exact contents should be checked against the target content.

## Choosing between the 3500, 7000, and complete files

The 3500-character file is tied to the 1988 `现代汉语常用字表`. The README explains that this list was selected using frequency, distribution, degree of use, and character formation and word formation considerations, producing 3500 common characters. That makes the file a defined character subset rather than an unexplained rounded number. It can be appropriate when the project's visible text is expected to stay within that common-character scope.

The 7000-character file extends the selection to 7000 common Chinese characters and adds the repository's full-width and half-width symbols. This is the more cautious starting point for content that may include less common words, although the README does not provide the inclusion criteria for the additional characters beyond citing a reference for an 8000-character table.

`all+symbols.txt` is the broadest option in the repository. It should suit a developer who cannot predict which Han characters will appear and needs the largest available selection. The trade-off is that it gives the least direct control over the final glyph workload. The repository does not publish file sizes, generated font sizes, or memory requirements, so it would be inappropriate to claim that any one file is faster or smaller overall. The actual glyph count and rendering resource impact need to be checked after the Unity font-generation process.

For mixed punctuation requirements, `symbols.txt` and `symbols-fullwidth.txt` isolate symbols from Han characters. That separation can help a developer compare half-width and full-width text handling without searching through a large character file. It also exposes an important boundary: the symbol files do not solve Han character coverage.

## Downloading the files and preparing a first Unity use

The README does not provide a package-manager installation command, a build process, or a JavaScript API. It directs users to a Lanzou cloud download for the repository files and gives the password `1233`. There is therefore no documented `npm install` or comparable setup step to reproduce. The first-use workflow is file selection followed by use of the characters in a Unity TextMeshPro font workflow.

For a first pass, download the files from the documented location, then select the set that matches the expected text coverage. Use `3500+symbols.txt` for a deliberately limited common-character scope, `7000+symbols.txt` for a broader common set, or `all+symbols.txt` when unknown characters make a narrow subset risky. If the project only needs punctuation, letters, and digits, choose `symbols.txt` or `symbols-fullwidth.txt` instead.

The repository states that these character sets can be used to create a Unity TextMeshPro Chinese font and links to an external TextMeshPro tutorial. It does not document the complete editor sequence, required Unity version, font-generation settings, atlas size, or import settings in the README. Those details must come from the linked tutorial and the version of Unity in use. After following that font workflow, test the actual interface text rather than assuming that a successful font import proves coverage. Include names, numbers, punctuation, rare characters, and any characters supplied dynamically by users.

The repository also offers a prepared font based on `NotoSansSC-Medium.otf`. That is an alternative to generating a font from the text sets, but the README states that the author has not used Unity for a long time and that the TextMeshPro font files are no longer maintained. A prepared asset therefore should not be treated as evidence of current Unity compatibility.

## What the repository data can and cannot establish

This project is useful as a character inventory, not as a complete Chinese font production system. The text files provide input for a downstream process. The README does not say that the repository generates a Unity font, rasterizes glyphs, creates an atlas, packs textures, creates a TMP Font Asset, or validates rendering. Those operations belong to the font-generation workflow referenced by the project.

That distinction affects adoption. A developer who already knows how to create a Unity TextMeshPro font from a source character list can use these files directly as that list. A developer looking for an automated build command or a maintained Unity package will not find one documented here. There is no stated CLI, runtime dependency, configuration file, or programmatic interface in the README.

The repository also does not document file encoding. Chinese text files can be misinterpreted by editors or parsers when their encoding is not handled consistently. Before importing a file, inspect its encoding with the editor or parser used by the Unity workflow rather than assuming UTF-8. Likewise, confirm whether the downstream font process accepts the filename syntax and whether it preserves spaces, line breaks, or other control characters. The `+` in filenames such as `3500+symbols.txt` is part of the repository file name and should be preserved when selecting the file.

For licensing, the repository information identifies the license as unknown. The presence of references to `现代汉语常用字表` and an 8000-character table does not itself state the redistribution terms for this repository's files. Teams should inspect the repository's license file and the applicable upstream sources before distributing generated fonts or embedding the assets in a product.

## Limits of the prepared TextMeshPro font

The prepared font asset is the clearest maintenance limitation in the repository. The README says it uses `NotoSansSC-Medium.otf` and explicitly says that the TextMeshPro font files are no longer maintained because the author has not used Unity for a long time. That statement should be carried into any adoption decision. It does not prove that the asset is unusable, but it removes any basis for calling it current.

Unity versions can affect font import behavior, asset serialization, rendering settings, and TextMeshPro integration. The README does not identify a tested Unity version or document compatibility with Unity 6, current TextMeshPro packages, or other engine configurations. It also does not state whether the prepared asset includes dynamic character generation, which characters it contains, or which fallback behavior it supports.

The prepared font can therefore be used as a starting point only after checking its actual content and compatibility in the target project. The repository's text files offer more control over the character inventory, but they move that work to the developer. Neither route, as documented here, provides a promise of ongoing compatibility testing.

This is also not a replacement for a font tool designed to construct and validate production assets. Such a tool would be the better fit when the requirement includes a repeatable build process, atlas settings, glyph diagnostics, fallback rules, or automated updates. Those capabilities are outside the documented scope of this repository.

## Maintenance and upgrade implications

The repository is not archived, and its last push was on 2026-10-11. That date indicates recent repository activity, but it does not establish that the prepared Unity font is maintained. The README makes the narrower statement that the TextMeshPro font files are no longer maintained. Those two facts should not be combined into a claim that every artifact is actively supported.

Recent releases include `v3.2` on 2026-10-11, `v3.1` on 2025-05-18, and `v3.0` on 2025-05-18. The release list does not describe what changed in those releases, so an upgrade cannot be evaluated from release labels alone. Before replacing an existing file, compare the relevant character coverage and confirm that the downstream font workflow accepts the selected format.

The repository accepts additions through Issues and pull requests, but the README does not state a review policy, release checklist, compatibility matrix, or automated validation process. Contributions can improve coverage, yet their effect on a particular Unity font depends on whether the project regenerates its asset after the text file changes.

For a project that stores generated fonts in source control, upgrade cost includes checking new characters, rebuilding the font asset, reviewing atlas or texture changes, and retesting dynamic text paths. None of those outcomes can be quantified from the repository information. The repository's simple file format reduces the conceptual surface area, but it does not remove the operational work of validating a generated asset.

## Conclusion

Unity developers who need a documented Chinese character subset should consider the files, while projects requiring a maintained font asset, a generated glyph atlas, or a clear license should verify those requirements first. The final decision should turn on whether the selected text file exactly covers the characters and symbols the project will render.

## FAQ

### What files does All-Chinese-Character-Set provide?

The repository provides `symbols.txt`, `symbols-fullwidth.txt`, `3500+symbols.txt`, `7000+symbols.txt`, and `all+symbols.txt`. The README describes them as combinations of Chinese characters, symbols, English letters, and digits.

### Can All-Chinese-Character-Set be used with Unity TextMeshPro?

The README says the character sets can be used to create a Unity TextMeshPro Chinese font. It also links to an external tutorial, but does not document a complete Unity setup inside the repository.

### Is the prepared TextMeshPro font still maintained?

No. The README explicitly says that the author has not used Unity for a long time and that the repository's TextMeshPro font files are no longer maintained.

## Sources

- [Issues](https://github.com/wy-luke/All-Chinese-Character-Set/issues)
- [README](https://github.com/wy-luke/All-Chinese-Character-Set/blob/main/README.md)
- [Releases](https://github.com/wy-luke/All-Chinese-Character-Set/releases)
- [wy-luke/All-Chinese-Character-Set on GitHub](https://github.com/wy-luke/All-Chinese-Character-Set)

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Hysen Labs editorial analysis, written from the project's own repository and release notes. Cite the canonical page: https://hysenlabs.com/projects/wy-luke-all-chinese-character-set
