I am working on an Indonesian translation for a Japanese Visual Novel (VN) engine. The game's script is heavily populated with Japanese full-width spaces ($U+3000$). When using Latin fonts or custom Japanese fonts (like Meslo), these characters create massive, unnatural gaps in Indonesian text.
I need to manipulate the font or the engine's rendering behavior so that $U+3000$ looks exactly like $U+0020$ (standard Latin space) without globally breaking the font encoding.
I have discovered that the game engine (Circus) has a strict character filter. If I force the use of a standard Latin space ($U+0020$), the engine fails to render it and displays a question mark (?) instead.
Since I cannot use $U+0020$, I must use $U+3000$ (Ideographic Space) in my translation script. However, I need to modify the font file so that $U+3000$ is rendered with the width/metrics of $U+0020$. Essentially, I need to "shrink" the Japanese full-width space into a thin Latin-style space at the font level.
I am working on an Indonesian translation for a Japanese Visual Novel (VN) engine. The game's script is heavily populated with Japanese full-width spaces ($U+3000$ ). When using Latin fonts or custom Japanese fonts (like Meslo), these characters create massive, unnatural gaps in Indonesian text.
I need to manipulate the font or the engine's rendering behavior so that$U+3000$ looks exactly like $U+0020$ (standard Latin space) without globally breaking the font encoding.
I have discovered that the game engine (Circus) has a strict character filter. If I force the use of a standard Latin space ($U+0020$ ), the engine fails to render it and displays a question mark (?) instead.
Since I cannot use$U+0020$ , I must use $U+3000$ (Ideographic Space) in my translation script. However, I need to modify the font file so that $U+3000$ is rendered with the width/metrics of $U+0020$ . Essentially, I need to "shrink" the Japanese full-width space into a thin Latin-style space at the font level.