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Fixed
Fixed in 6000.1.0a8, 7000.0.0a14
Votes
25
Found in
6000.0.27f1
6000.1.0a4
7000.0.0a1
Issue ID
UUM-87529
Regression
Yes
Text is rendered with a different font when the "FallbackBoldItalic" font is selected
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Enter the Play Mode
4. Exit the Play Mode
3. Open the Scene view
4. Observe the text “ae“ in the Scene
Expected result: The letter “e“ is rendered with “FallbackBoldItalic“ font
Actual result: The letter “e“ is rendered with a different font
Reproducible with: 2.0.0 (6000.0.27f1, 6000.1.0a4)
Could not test with: 1.0.0 (2022.3.52f1, 2021.3.45f1), 3.0.0-exp.4, 3.0.0-exp.3, 3.0.0-exp.1 (shows ugui 2.0.0 or text is not present)
Reproducible on:
Play Mode
Windows Standalone Player (the issue is reproducible in Windows Standalone Player if you add a simple script that updates the text every x seconds from "ae" to "ea")
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
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squarepixels_
Dec 20, 2024 05:13
This issue has not yet been fixed and is still being reproduced.
bagelbaker
Dec 13, 2024 21:57
Issue still persists in 6000.1.0a8
skavus80
Dec 06, 2024 17:08
We need a quick bug fix.
RewMineUs
Dec 02, 2024 07:12
This problem isn’t fixed, and my fam is literally starving!
XEROREX
Dec 02, 2024 07:08
I had the same problem when I updated to Unity 6.
I unchecked ‘Hide Sub Text Objects’ in the settings, checked the SubMeshUI, and found that the SubMesh that shouldn’t be visible is not cleared and remains.
This is causing the problem of multiple font-weight being mixed when using Fallback and font-weight Stylesheet.
Here is how I reproduce it: (Unity 6000.0.29f1)
1. enter the Korean language in the TextMeshProUI component with font-weight Bold and Font Assets English-Regular
1. specify Korean font Regular as a fallback for English font Regular
2. load the Bold FontAssets assigned to the Korean font Regular by font-weight
3. the result is a mix of Korean Regular and Bold.
4. the SubMeshUI has a Korean Regular SubMeshUI that is unnecessary (this was not the case in previous versions of Unity).
xXApOXx
Nov 15, 2024 16:25
The issue is reproducible in build if you add a simple script that updates the text every x seconds from "ae" to "ea" for example.