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Fixed
Fixed in 2022.3.62f3, 6000.0.59f1, 6000.2.6f1, 6000.3.0b3, 6000.4.0a1
Votes
0
Found in
2022.3.64f1
6000.0.54f1
6000.1.12f1
6000.2.0b10
6000.3.0a2
6000.4.0a1
Issue ID
UUM-112064
Regression
No
ContentSizeFitter calculates incorrect Height for TextMeshPro Text containing Sprites with Scale Factor=0
Reproduction steps:
1. Open the attached “IN-108323.zip” project
2. Open the “SampleScene”
3. Observe the Game view
4. In the Project Window navigate to Assets > TextMesh Pro > Resources > Sprite Assets
5. Select the “EmojiOne.asset”
6. In the Inspector, expand the “Sprite Glyph Table”
7. Scroll to the very bottom to find “Global Offsets & Scale” menu
8. In the “SF.” property, delete the “0” value or set it at “0” again
9. From the Hierarchy, select the “Text (TMP)” GameObject
10. Observe the “Height” value in the Inspector and observe the Game view
Expected results: The “Height” value is around 80 (depends on how many lines of text there is) and all of the text lines are visible
Actual results: The “Height” value is 0 and text after <sprite> tag is not visible (only after if the <sprite> tag is alone in the line)
Reproducible with: 2022.3.64f1, 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a2
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Note:
- If the <sprite> tag is with text on the same line, the text is rendered after the tag (the Height is still shown as 0), but if the <sprite> is alone in the line, the text is not rendered after
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Resolution Note:
Fixed incorrect preferred value calculations for text objects that contain characters and / or sprites whose character or glyph metrics have a scale = 0.