Search Issue Tracker
By Design
Votes
0
Found in [Package]
3.0.4
Issue ID
1328597
Regression
No
TextMeshPro underlay does not render correctly when loading the font and enabling underlay in code
How to reproduce:
1. Open the attached project
2. Click Play
3. Observe the Game View
Expected result: You can see the underlay completely
Actual result: The underlay is slightly cut off
Reproducible with: 1.4.1 - 3.0.4 (2018.4.33f1, 2019.4.23f1, 2020.3.4f1, 2021.1.3f1, 2021.2.0a13)
Note:
1. To see expected results select the Text in the Scene Hierarchy and in the Inspector expand the underlay tab
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
- Silent crash when clicking in Scene View in a specific project
- The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
- Graphics Compositor breaks Unity rendering when the "Output Camera" is changed to a scene Camera and one Camera SubLayer is active
- The Editor freezes on RenderGraphViewer.Repaint when entering too many characters in search fields without character limits
- Adding a new SubLayer in Graphics Compositor renders BaseLayer darker and makes it flicker
Resolution Note:
This behavior is by design in the sense that the text object has no idea the material properties have been changed. Since some material properties like Outline or Underlay may require an update of the text geometry to make room for the Outline or Shadow, the text object needs to be notified of such change which would require an update of the text geometry and mesh padding.
The TMP_Text.UpdateMeshPadding() function should be used after the material properties have been changed to notify the text object that it should update the mesh padding.