Search Issue Tracker
Fixed in 1.6.0-preview.2, 2.2.0-preview.2, 3.2.0-pre.2
Votes
0
Found in [Package]
3.2.0-pre.1
Issue ID
1366468
Regression
Yes
Font Face is switched with previously selected Font Asset when opened in Font Asset Creator
How to reproduce:
1. Open the attached project
2. In the Project window, select Assets/FontAsset1
3. In the Inspector view, click "Update Atlas Texture"
4. In the newly opened Font Asset Creator window, observe the "Font Face" value
5. Close the Font Asset Creator window
6. In the Project window, select Assets/FontAsset2
7. In the Inspector view, click "Update Atlas Texture"
8. Observe the "Font Face" value in the Font Asset Creator window
Expected result: Font Face is equivalent to the Source Font of the selected Asset
Actual result: Font Face is set from the previously selected Font Asset
Reproducible with: 3.2.0-pre.1 (2020.3.19f1, 2021.1.23f1, 2021.2.0b14, 2022.1.0a10)
Not reproducible with: 3.0.6 (2020.3.19f1, 2021.1.23f1, 2021.2.0b14, 2022.1.0a10)
Could not test with: 2019.4.31f1 (error: "The name 'VersionControlSettings' does not exist in the current context")
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
- "One or more data file missing for baking set NewScene Baking Set. Cannot load shared data." error in Player when a specific project is built
- Choosing new HDR Colour using RGB values breaks colour on Intensity Selectors
- Rendering/Decal Layer Mask options are different inside Prefab Mode and outside Prefab Mode when the project is upgraded to Unity 6
- Incorrect Realtime GI Light Probes baking when more than one Light Probe Group is used and "Baked Global Illumination" is enabled
- Hovering on the three-dot menu also highlights the tab header near it when not all tabs fit the bar
Resolution Note (fix version 1.6.0-preview.2, 2.2.0-preview.2, 3.2.0-pre.2):
Fixed in TextMeshPro 3.2.0-pre.2