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Votes
3
Found in
6000.0.38f1
6000.1.0b6
6000.2.0a3
Issue ID
UUM-97382
Regression
Yes
TMP 'Bold' Font Style is rendered with incorrect Font when a Font Asset without Bold typeface is selected
Reproduction steps:
1. Open the attached “IN-94303.zip” project
2. Open the “Test” Scene
3. In the Hierarchy, create a new Text (TMP) GameObject (Right-Click > UI > Text - TextMeshPro)
4. Type in any letters and numbers (e.g. ‘TextMeshPro123’)
5. In the Inspector, click the ‘Bold’ Font Style
6. In the “Font asset” property choose any other Font Asset
7. Switch between a few different Font Assets
8. Observe the text
Expected result: The chosen font is correctly bolded
Actual result: Some parts of the text/characters fallback to the “Liberation Sans” font asset
Reproducible with: 6000.0.35f1, 6000.0.38f1, 6000.1.0b6, 6000.2.0a3
Not reproducible with: 2022.3.58f1, 6000.0.34f1
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Notes:
- Sometimes the whole text fallbacks to the “Liberation Sans” font asset
- “TMP SubMeshUI” gets created when the issue reproduces
- The font fixes (and the created “TMP SubMeshUI” disappears) when the Editor is reopened or when clicking “Reimport All”
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AzkoCreator
Feb 10, 2025 17:10
I am also having the same issue on 6000.0.37f, Windows 11. It only happens when bolded, and it specific characters that are falling back to Liberation Sans (or whatever the default font is set to), like the letter u, number 2, etc.