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Fixed
Fixed in 4.0.0-pre.2
Votes
0
Found in [Package]
3.2.0-pre.4
Issue ID
TMPB-227
Regression
No
IndexOutOfRangeException is thrown when the project is built and Multi-Atlas Dynamic Fallback Fonts is used
How to reproduce:
1. Open the attached “TMP Breaks On Build.zip” Project
2. Open the Build Settings (File → Build Settings)
3. Set the Target Platform to Android
4. Build and Run
5. Observe the Console
Expected result: The Build is succesful and the Player runs
Actual result: The Build is succesful but the Player doesn’t run and a “IndexOutOfRangeException” error is thrown in the Console.
Reproducible with: 3.2.0-pre.1, 3.2.0-pre.7 (2021.3.34f1, 2022.3.19f1)
Not reproducible with: 2023.2.8f1, 2023.3.0b5
Couldn’t test with: 3.0.7 (2021.3.34f1, 2022.3.19f1) - “UnassignedReferenceException” is thrown redundantly, 4.0.0-pre.1 (2022.3.19f1) - Un-fixable compilation errors
Fixed in: 4.0.0-pre.2 (2022.3.19f1)
Reproduced on: Windows 11, Windows 10 (Users)
Not reproduced on: No other environment tested
Notes:
- Full error message:
{{IndexOutOfRangeException: Index was outside the bounds of the array.}}
{{TMPro.TMP_MaterialManager.GetFallbackMaterial (TMPro.TMP_FontAsset fontAsset, UnityEngine.Material sourceMaterial, System.Int32 atlasIndex) (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.7/Scripts/Runtime/TMP_MaterialManager.cs:346)}}
{{TMPro.TextMeshProUGUI.SetArraySizes (TMPro.TMP_Text+TextProcessingElement[] textProcessingArray) (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.7/Scripts/Runtime/TextMeshProUGUI.cs:2095)}}
{{TMPro.TMP_Text.ParseInputText () (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.7/Scripts/Runtime/TMP_Text.cs:2007)}}
{{TMPro.TextMeshProUGUI.OnPreRenderCanvas () (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.7/Scripts/Runtime/TextMeshProUGUI.cs:2408)}}
{{TMPro.TextMeshProUGUI.Rebuild (UnityEngine.UI.CanvasUpdate update) (at ./Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.7/Scripts/Runtime/TextMeshProUGUI.cs:223)}}
{{UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/CanvasUpdateRegistry.cs:215)}}
{{UnityEngine.Canvas:SendWillRenderCanvases()}}
- Additional information from the user:
- Have a static TMP_FontAsset that does not contain all the needed characters
- Set a fallback on that TMP_FontAsset to a dynamic TMP_FontAsset which has the "Multi Atlas Textures" and "Clear Dynamic Data On Build" features enabled
- Create a TextMeshProUGUI component in the active scene that uses the static TMP_FontAsset but ends up needing to use glyphs from the fallback font, specifically glyphs from the 2nd atlas or later.
- Switch platform to Android (possibly other platforms as well, but I can't confirm at the moment)
- Select Build and Run from the File menu.
- Notice that after the build has succeeded, the TextMeshProUGUI component in the scene has disappeared, and the following error has been printed to the console.
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