Search Issue Tracker
Fixed
Fixed in 6000.0.26f1, 6000.1.0a3
Votes
3
Found in
2022.3.45f1
6000.0.18f1
6000.1.0a1
Issue ID
UUM-79381
Regression
Yes
[TextMeshPro] The fallback source continues to refer to the ClearFontAssetDataed Glyph after ClearFontAssetData is applied
How to reproduce:
1. Open the “TextMeshProTest.zip“ project
2. Open the “SampleScene“
3. Enter Play Mode and press the “Clear“ button
Expected result: Japanese characters remain visible
Actual result: Japanese characters are not visible
Reproducible with: 3.2.0-pre.1, 3.2.0-pre.10 (2022.3.45f1), 6000.0.18f1
Not reproducible with: 3.0.9 (2021.3.43f1)
Could not test with: 4.0.0-pre.2
Reproducible on: Windows 10
Not reproducible on: No other environment tested
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (fix version 6000.1.0a3):
Fixed issue where the text cache would continue to refer to a cleared font asset.
Resolution Note (fix version 6000.0.26f1):
Fixed issue where the text cache would continue to refer to a cleared font asset.