Search Issue Tracker
Fixed in 2.1.0-preview.10
Votes
0
Found in [Package]
2.1.0-preview.8
Issue ID
1272593
Regression
No
Generating Font Atlas corrupts some characters when 'Render Mode' is set to 'RASTER' or 'RASTER_HINTED'
How to reproduce:
1. Open the attached project (case-1272593.zip)
2. In the Project window select the 'LiberationSans.ttf' Font Asset located in Assets/TextMesh Pro/Fonts
3. In the Inspector window click the cogwheel icon (in 2018.4, 2019.4) or the vertical ellipsis icon (in 2020.1, 2020.2) and select 'Create TMP Font Asset...'
4. In the Font Asset Creator make sure that the 'Render Mode' option is set to 'RASTER' or 'RASTER_HINTED'
5. Click the 'Generate Font Atlas' button
Expected result: Font Atlas is generated successfully
Actual result: Font Atlas is generated with a lot of corrupted characters
Reproducible with: 1.4.1 (2018.4.26f1), 2.1.0 - preview.8 (2019.4.9f1, 2020.1.3f1, 2020.2.0a21)
Not reproducible with: 2.1.0-preview.10, 2.1.1 (2019.4.9f1), 3.0.1 (2020.1.3f1, 2020.2.0a21)
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
- The Scene View becomes gray and "NullReferenceException" errors are thrown when attaching the Unity Editor process to RenderDoc
- Memory usage rapidly rises when changing colors in the color wheel
- Physically Based Sky's Horizon and Zenith Tint Color Selection Bars don't have immediate access to color pickers
- EmptyAdditionalLightShadowmapTexture leaks from memory when URP quality level is changed using QualitySettings.SetQualityLevel
- Referenced ScriptableObject field does not get updated and cannot be set to "None" when there are no Objects of that type
Resolution Note (fix version 2.1.0-preview.10):
Fixed in package version 2.1.0-preview.10