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By Design

Votes

0

Found in

2021.3.33f1

2022.3.16f1

2023.2.4f1

2023.3.0b1

6000.0.0b11

Issue ID

UUM-60144

Regression

No

[TMP] Fallback font has incorrect underline and strikethrough line thickness and position when in Play Mode

-

Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Enter the Play Mode
4. Observe the Asian language characters

Expected result: Underline and strikethrough lines appear the same as the primary font
Actual result: Thick lines and wrong placement of the underline and strikethrough

Reproducible with: 3.0.6 (2021.3.29f1, 2022.3.7f1, 2023.1.9f1)
Could not test with: UGUI 3.0.0-exp.3 (2023.2.0b5) (Custom font being rendered in triangles or not being rendered at all)

Reproducible on: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested

Notes:
- The text only reacts to changes in the "underline thickness" and "underline offset" of the primary font, not the fallback font
- A single connected series of non-whitespace characters from both primary font and fallback font will get the same underlining, as that of the fallback font, whereas this doesn't happen for separated words

  1. Resolution Note:

    The underline thickness and offset values can be tweaked in the TMP_FontAsset inspector. TMP will use the underline of the primary TMP_FontAsset assigned to the TextComponent.

Comments (1)

  1. BenIVRE

    Jun 21, 2024 15:28

    This does not seem to be a very good "By Design" feature. If the text of a TMP has fallen back to a fallback font, then the behaviour of strikethrough and underline so be of that defined in the fallback font. This is particularly import for Logographic text falling back from a Latin font.

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