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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

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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

Comments (6)

  1. squarepixels_

    Dec 20, 2024 05:13

    This issue has not yet been fixed and is still being reproduced.

  2. bagelbaker

    Dec 13, 2024 21:57

    Issue still persists in 6000.1.0a8

  3. skavus80

    Dec 06, 2024 17:08

    We need a quick bug fix.

  4. RewMineUs

    Dec 02, 2024 07:12

    This problem isn’t fixed, and my fam is literally starving!

  5. 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).

  6. 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.

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