Search Issue Tracker
Fixed in 1.4.0 & 2.0.0
Votes
0
Found in [Package]
1.3.0
Issue ID
1087636
Regression
No
TextMeshPro Fallback font not used when given text is switched to bold
Steps to reproduce:
1. Open attached project
2. Open SampleScene
Expected result: TextMeshPro Text object should render given "abcdefa" text.
Actual result: "def" is not rendered, TextMeshPro does not use Fallback font when "bold" is selected.
Reproduced in 2018.1.9f1, 2018.2.11f1, 2018.3.0b5, 2019.1.0a4
Notes: Cannot reproduce in 2017.4.13f1, 2018.1.9f2, TextMeshPro does not allow me to select a font that was attached to users bug report. Users first font only has "A" "B" and "C" letters, the backup font has only "D" "E" and "F". Font was created with TextMeshPro for repro purposes.
Comments (1)
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
OctofoxGames
Dec 12, 2023 10:23
Happens too in 2022.3.14.f1 LTS version.
Using Open Sans with the Nato Sans Thai fallback and switching to bold on the TextMeshPro component does not show the Nato Sans Thai >>Bold<< font. Instead the whole text uses only the Nato Sans Thai font.