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[TMP] Material Preset is not changed in Inspector when using Localize String Event to change current Font Asset

Package: TextMeshPro


How to reproduce:
1. Download the attached project ""
2. Open "New Scene" Scene
3. Enter Play mode
4. In the Hierarchy, select "step1_Text" GameObject
5. In Game view change locale from English to Chinese
6. In Inspector observe value of Material Preset setting

Expected result: The value of Material Preset is changed to "zh_NotoSansTC-Medium SDF"
Actual result: The value of Material Preset is "Loyola SDF material", even though the currently used Font Asset does not have this material option

Reproducible with: 2.1.4, 2.2.0-preview.2 (2019.4.35f1), 3.0.6, 3.2.0-pre.2 (2020.3.27f1, 2021.2.10f1, 2022.1.0b7, 2022.2.0a4)
Could not test with: 4.0.0-pre.1 (2022.1.0b7, 2022.2.0a4) (fonts are broken with this package)

- Expected result appears when editing anything related to TMP object (adding space to the text, changing font size, etc.)
- The issue can be the cause for distorted text because of incompatible asset and material combo. A workaround is to call UpdateFontAsset() function in Localize String Event component.

  1. Resolution Note:

    Thank you for bringing this issue to our attention. After careful consideration, we have determined that this issue is not aligned with our current development priorities and focus areas (UI Toolkit). As such, we have decided not to invest time and resources into addressing it. We appreciate your input and understanding, and please let us know if you have any other concerns or issues you would like to report in the future.

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