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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
How to reproduce:
- Open the attached “IN-143288_raster_hinted_bug” project
- Open the “SampleScene”
- Select “Text (TMP)” GameObject in the Hierarchy
- Open TextMeshPro Font Asset Creator (Window > TextMeshPro > Font Asset Creator)
- Assign any font
- Select “RASTER_HINTED” “Render Mode”
- Generate Font Atlas
- 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
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Resolution Note (fix version 6000.5.0b12):
Fixed in 6000.5.0b12
Resolution Note (fix version 6000.3.18f1):
Fixed in 6000.3.18f1