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TextMesh Pro Marker/Underline problems with fallback fonts.

Discussion in 'Unity UI (uGUI) & TextMesh Pro' started by magmagma, Aug 22, 2019.

  1. magmagma

    magmagma

    Joined:
    Oct 27, 2017
    Posts:
    14
    Hello.
    When using the "marker" or "underline" rich text commands in TMP, if a fallback font is part of the affected text, it will not reflect the effect of the command as the original font does. I have attached an image that shows this problem. (In this case, the characters that look weird i.e. the kanji, are in a fallback font)

    FontFallbackIssue.jpg

    I found this thread https://forum.unity.com/threads/tmp-fallback-font-underline-bug.632371/ which might be the same problem, and I was wondering if some progress has been made in this aspect.

    For English or related languages it might be not such a big issue to work around of, but for Japanese (or Chinese), this is very hard to work around because of the amount of characters needed in the font assets.

    Thanks.
     
  2. Vykx

    Vykx

    Joined:
    Nov 11, 2016
    Posts:
    4
    Hello!
    Here I have the same problem. Did you find a solution or a workaround?