Search Issue Tracker
By Design
Votes
3
Found in [Package]
1.2.4 ~ 1.4.0
Issue ID
1100696
Regression
No
"Additional Shader Channels" option resets to "Mixed" when activating Canvas with TMP element
To reproduce:
1. Open attached project ("CanvasShaderChannels")
2. Select Canvas GameObject and go to the Inspector window
3. Change "Additional Shader Channels" to "Nothing" in the "Canvas" component
4. Disable and Enable Canvas GameObject
-- "Additional Shader Channels" is reset to "Mixed ..."
Expected: "Additional Shader Channels" option does not change
Actual: "Additional Shader Channels" resets to Mixed
Reproduced with: 2017.4.18f1, 2018.3.3f1, 2019.1.0a14, 2019.2.0a1
Notes:
- "Additional Shader Channels" option does not reset if set to "Everything"
-
JerryLetehen
Apr 16, 2020 19:09
Got my scene is always unsaved. Doesn't affect anything but, I always have changed scene in git. This is uncomfortable.
-
TaleOf4Gamers
May 23, 2019 20:50
This appears to still be an issue for me. I am using Unity 2019.1 and TextMeshPro 2.0.1. My Canvas (Which is also a prefab) keeps resetting the shader channels when I try to change them and then apply my prefab.
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
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
Resolution Note:
TMP requires the shader channel and it modifies the Canvas shader channel properties