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Fixed

Fixed in 6000.3.18f1, 6000.5.0b12, 6000.6.0a7

Votes

1

Found in

6000.3.16f1

6000.4.8f1

6000.5.0b9

6000.6.0a5

Issue ID

UUM-142852

Regression

Yes

Some glyphs are skewed in rendered TextMeshPro Font Asset when using RASTER_HINTED Render Mode

Text (TextMeshPro)

-

How to reproduce:

  1. Open the attached “IN-143288_raster_hinted_bug” project
  2. Open the “SampleScene”
  3. Select “Text (TMP)” GameObject in the Hierarchy
  4. Open TextMeshPro Font Asset Creator (Window > TextMeshPro > Font Asset Creator)
  5. Assign any font
  6. Select “RASTER_HINTED” “Render Mode”
  7. Generate Font Atlas
  8. Observe preview

Actual result: Some of the glyphs are skewed and unrecognizable
Expected result: All of the glyphs look like in the font

Reproducible with: 6000.3.0a1, 6000.3.16f1, 6000.4.8f1, 6000.5.0b9, 6000.6.0a5
Not reproducible with: 6000.0.0b11, 6000.0.75f1, 6000.2.0b2 (2bdac9ac0d74)

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Notes:

  • Skipping step 3 (just opening the project and pressing to generate) might result in a crash (similar to UUM-137630)
  • While not affected by the glyph issue, project in 6000.0.75f1 still crashed on {{MemoryProfiler::GetAllocationRoot}} and project in 6000.2.0b2 crashed on {{UNITY_FT_Render_Glyph_Internal}} when step 3 was skipped
  1. Resolution Note (fix version 6000.5.0b12):

    Fixed in 6000.5.0b12

  2. Resolution Note (fix version 6000.3.18f1):

    Fixed in 6000.3.18f1

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