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TextMesh Pro TextMeshProUGUI fonts bug

Discussion in 'UGUI & TextMesh Pro' started by ARLG, Jan 18, 2018.

  1. ARLG

    ARLG

    Joined:
    Mar 5, 2015
    Posts:
    11
    Hi,

    I tested several fonts but texts won't display correctly in Editor & Android.
    I work with Unity 2017.0.0f3 (same bug in 2017.3.0f3).
    I use the version 1.0.56.0b2 of TextMeshPro (last version on the store).

    In the project all the texts are not affected by this bug even the texts with the same font.

    Capture.JPG

    Any issues reported similar to this?

    Thx
     
  2. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    6,588
    This only happens on Android?

    This could be related to texture compress or similar settings. See if you get the same result in a new and empty project where you imported the latest release of TMP.
     
  3. ARLG

    ARLG

    Joined:
    Mar 5, 2015
    Posts:
    11
    I found the bug...... It's not really a bug..

    When I instantiate my prefab, I reset the transform after the "SetParent".
    And I don't know why for now but my localScale.z is equal to 0...

    Sorry for this "bug"
     
  4. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    6,588
    Thanks for letting me know.

    The scale of the text object has to be uniform so x, y and z have to be the same value.
     
  5. Pwarier

    Pwarier

    Joined:
    Jan 9, 2019
    Posts:
    1
    I have this issue too on Safari version 13.1.2. Version 14.0.1 is fine
    I will have several users on Safari version around 13 and they cannot all update to latest version due to their mac version

    No issue in Edge, firefox, chrome, android and ios.
    All TextMeshPro's GameObject have their scale at 1 for all axes
     
  6. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    6,588
    Since this issue existing in a specific version of Safari, it is unlikely related to SDF Scaling but just in case, see if using the SSD variant of the TMP shaders resolves that issue.

    These SSD shaders are contained in the latest TMP Essential Resources and they have the suffix SSD at the end of their name.