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
- GameObjects are re-enabled when they are transferred to a Scene created with the CreateSceneParameters set
- Builds fail with "System.IO.IOException: The file is too long" when building a specific project
- Meta Quest System Keyboard does not render text in its input field when typing
- UI Source Image property gets set to 'None' when using a specific Sprite and Play mode is entered
- Rendering locks up when not looking at a transparent material on Meta Quest 2
Resolution Note (fix version 2.1.0-preview.10):
Fixed in package version 2.1.0-preview.10