I have done more testing. The missing emoji effect surfaces on Linux using:
- Classic WINE (v9.0)usage
- Bottles (via Flatpak) with default WINE
- Heroic Launcher (via Flatpak) using Latest Proton - Hotfix
- Lutris (via Flatpak) using WINE (v9.0) and Latest Proton - Hotfix
Having the lead (from another game thread) that "twemoji" may be used, I've found the following:
- All Godot assets for emojis is literally provided by one developer project: Rakugo Team (
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) submitted by Jebedaia (
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). They've created a Ren'Py like VN Dialogue libraries (including Emoji)
- That developer has deprecated their practically all their previous Emoji (based on twemoji - Twitter Emoji) and VN Dialogue assets
- Per their
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, they bring up the point having to leverage Emoji as images, not fonts (which appears to be why they deprecated the others). Plus the challenges of exports to other platforms than genuine Windows (like Web, etc.) having a lack of fonts.
There's other google search showing challenges with using emojis in various ways within Godot. I don't think it specific to Godot either. There's much discussion regarding using Google's Noto emoji and Microsoft's Segoe UI emoji -- displaying, if even installed on a target system, etc.
Looking at vendor github repos (google, microsoft) where they post their emoji font libraries. their "TTF" fonts are distilled from SVG and PNGs. The Rakugo Team solves that problem by using Google's open source font NOTO graphic assets, NOT a True Type Font.
It appears there's no Universal way built into Godot to handle Emojis so they appear properly regardless of export (i.e. Universally). It may be those Godot game developers using
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(deprecated) may need to test if Godot-Icons-Fonts (
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,
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) will work them and refactor - a requirement of the trade.
NOTE: If a Godot game developer ever plans on releasing their game on Steam, they will want to make sure there is no Emoji breakage on a Steam deck. If broken, it will harm sales and the developer will be railed on by their player base. And that's not good for anyone's mental health.
This was as good deep dive for me to learn about the emoji challenge as I'm starting to return to development practice via Godot. Especially since I planned on leaning on emoji heavily for icons, placeholders, & "cheap" graphic elements vs. custom assets.