Search Issue Tracker
Fixed
Fixed in 6000.0.26f1, 6000.1.0a3
Votes
3
Found in
2022.3.45f1
6000.0.18f1
6000.1.0a1
Issue ID
UUM-79381
Regression
Yes
[TextMeshPro] The fallback source continues to refer to the ClearFontAssetDataed Glyph after ClearFontAssetData is applied
How to reproduce:
1. Open the “TextMeshProTest.zip“ project
2. Open the “SampleScene“
3. Enter Play Mode and press the “Clear“ button
Expected result: Japanese characters remain visible
Actual result: Japanese characters are not visible
Reproducible with: 3.2.0-pre.1, 3.2.0-pre.10 (2022.3.45f1), 6000.0.18f1
Not reproducible with: 3.0.9 (2021.3.43f1)
Could not test with: 4.0.0-pre.2
Reproducible on: Windows 10
Not reproducible on: No other environment tested
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
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note (fix version 6000.1.0a3):
Fixed issue where the text cache would continue to refer to a cleared font asset.
Resolution Note (fix version 6000.0.26f1):
Fixed issue where the text cache would continue to refer to a cleared font asset.