Search Issue Tracker
Fixed
Fixed in 2022.3.21f1, 2023.2.13f1, 2023.3.0b9
Votes
0
Found in
2022.3.17f1
2023.2.4f1
2023.3.0b1
Issue ID
UUM-59596
Regression
No
[TextMeshPro] Atlas texture is not readable when creating a new font asset
Reproduction steps:
1. Open the attached “Bug report.zip” project
2. In the Project files right click on the Merriweather font and create a new font asset (Create > TextMeshPro > Font Asset)
3. Click on the created asset and in the Inspector window click Update Atlas Texture
4. Set the character set to ASCI, generate and save the Atlas
5. Select the texture inside the created asset
6. Click on the three dots in the Inspector and choose “Debug” mode
7. Observe the ‘Is Readable’ property value
Expected result: The ‘Is Readable’ property is set to true
Actual result: The ‘Is Readable’ property is set to false
Reproducible with: 2021.3.34f1, 2022.3.17f1, 2023.2.4f1, 2023.3.0b1
Reproducible on: Windows 11, macOS 13.6.3
Not reproducible on: no other environment tested
Notes:
- Restarting the project fixes the issue and the value is checked automatically
- Reproducible on a new project
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Profiler - Taking you to the wrong section when using 'show'
- Draw Renderers custom pass doesn't work with SSGI
- WebCamTexture does not set the requested resolution when used in WebGL
- Editor default Stylesheet/Matching Selector buttons in Debugger don't do anything
- Graphics.DrawMeshNow stops rendering Render Texture after a few frames when viewed in the Player
Resolution Note (fix version 2023.3.0b9):
Ensure Dynamic FontAsset have a readable Atlas