Korean UI text fit checker

Find Korean strings that will spill out of buttons, tabs and dialog boxes before you build. Measured with your own font, wrapped the way Korean wraps.

How it works

Korean is often shorter than English in characters but not in pixels: every syllable is a full-width block, so β€œBuy” becomes β€œκ΅¬λ§€ν•˜κΈ°β€ and a 3-letter button label can need twice the room. Korean also wraps at spaces, not between syllables, so one long compound word cannot break and pushes past the edge.

How to use it: paste the translated strings as key=value lines, a JSON object or plain lines. Choose the font file your build uses (.ttf, .otf, .woff or .woff2 β€” loaded in your browser, never uploaded), set the font size, letter spacing, box width and maximum lines, and press Check text fit. Different limits per string? Write key|width|lines=text.

You get only the strings that overflow or need a look, shown wrapped as they will appear, with the pixel overflow, line count and β€” if you also paste the English source β€” the Korean width as a percentage of the source. Placeholders like {0} and %s are filled with a sample (0000 by default) and tags such as <color> are ignored. Copy every result as CSV for your localization sheet.

FAQ

Is my font uploaded?

No. Fonts and strings stay in your browser.

Will it match Unity TextMeshPro or Unreal exactly?

Close, not exact. Engines differ by a few pixels in kerning and line breaking. Keep about 5% spare and confirm in the build.

What if a string is too long?

Shorten the Korean (drop particles, use a shorter noun), allow two lines, or let the box grow. A Korean translator who sees the width limit can usually fix it without losing meaning.