# TextMesh Pro

**URL:** https://discussions.unity.com/c/ui/textmesh-pro/203.md

[Latest](https://discussions.unity.com/latest.md) · [Categories](https://discussions.unity.com/categories.md) · [Tags](https://discussions.unity.com/tags.md)

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## [About the TextMesh Pro category](https://discussions.unity.com/t/about-the-textmesh-pro-category/1720691)

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**Author:** [@osmangormus](https://discussions.unity.com/u/osmangormus)\
**Replies:** 0\
**Last updated:** [May 21, 2026, 11:27am UTC](https://discussions.unity.com/t/about-the-textmesh-pro-category/1720691 "2026-05-21T11:27:41Z")

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Discuss font atlas generation, SDF rendering, and rich text tags. Covers dynamic fallbacks and high-quality typography formatting.

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## [TextMeshPro fallback text expects material properties that the main texture doesnt have](https://discussions.unity.com/t/textmeshpro-fallback-text-expects-material-properties-that-the-main-texture-doesnt-have/1739428)

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**Author:** [@nohbdy2](https://discussions.unity.com/u/nohbdy2)\
**Replies:** 0\
**Last updated:** [October 16, 2026, 6:40pm UTC](https://discussions.unity.com/t/textmeshpro-fallback-text-expects-material-properties-that-the-main-texture-doesnt-have/1739428 "2026-10-16T18:40:50Z")

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When using TextMeshPro/SRP/TMP\_SDF-URP Unlit and having a fall back font. TextMeshPro expects \_TextureWidth, \_TextureHeight, \_WeightBold to be set. The fall back texture is dynamic while the main one is Static. I do not…

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## ['TextMeshPro' does not contain a definition for 'textWrappingMode' error](https://discussions.unity.com/t/textmeshpro-does-not-contain-a-definition-for-textwrappingmode-error/1577128)

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**Author:** [@barodaroad](https://discussions.unity.com/u/barodaroad)\
**Replies:** 1\
**Last updated:** [September 20, 2026, 3:58am UTC](https://discussions.unity.com/t/textmeshpro-does-not-contain-a-definition-for-textwrappingmode-error/1577128 "2026-09-20T03:58:10Z")

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Hello I am current working on a unity project and I get the following error Assets\\TextMesh Pro\\Examples & Extras\\Scripts\\TMP\_FrameRateCounter.cs(46,27): error CS1061: ‘TextMeshPro’ does not contain a definition for ‘…

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## [Units Per EM set to ####. Please commit the newly serialized value](https://discussions.unity.com/t/units-per-em-set-to-please-commit-the-newly-serialized-value/1604456)

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**Author:** [@iMobCoding](https://discussions.unity.com/u/iMobCoding)\
**Replies:** 25\
**Last updated:** [September 10, 2026, 9:39am UTC](https://discussions.unity.com/t/units-per-em-set-to-please-commit-the-newly-serialized-value/1604456 "2026-09-10T09:39:05Z")

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After upgrading to the latest 6000.0.39 my console gets spammed with those messages for several fonts: Units Per EM set to 1000. Please commit the newly serialized value. What does it even mean? Should I do anything on …

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## [\[TextMeshPro\] Font Asset Creator "Multi Atlas Textures" only generates 1 texture with NotoColorEmoji font](https://discussions.unity.com/t/textmeshpro-font-asset-creator-multi-atlas-textures-only-generates-1-texture-with-notocoloremoji-font/1672472)

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**Author:** [@blattie](https://discussions.unity.com/u/blattie)\
**Replies:** 4\
**Last updated:** [September 9, 2026, 9:05pm UTC](https://discussions.unity.com/t/textmeshpro-font-asset-creator-multi-atlas-textures-only-generates-1-texture-with-notocoloremoji-font/1672472 "2026-09-09T21:05:54Z")

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I am trying to add the ability to add emojis to my mobile app and I really like google’s NotoColorEmoji’s. The font seems to work fine, but my atlas doesn’t include all the characters I want. It only generates 1 texture…

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## [Can you create a font assets from image spritesheet](https://discussions.unity.com/t/can-you-create-a-font-assets-from-image-spritesheet/1735734)

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**Author:** [@RyanM0206](https://discussions.unity.com/u/RyanM0206)\
**Replies:** 0\
**Last updated:** [September 4, 2026, 8:45pm UTC](https://discussions.unity.com/t/can-you-create-a-font-assets-from-image-spritesheet/1735734 "2026-09-04T20:45:22Z")

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I am trying to implement a custom font in my project using a .png sprite sheet (containing A-Z, 0-9, and symbols) provided by an artist. I recently watched a tutorial where someone appeared to create a TMP\_FontAsset fro…

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## [TMP\_InputField (and possibly other) System Keyboard Display hitches on iOS26](https://discussions.unity.com/t/tmp-inputfield-and-possibly-other-system-keyboard-display-hitches-on-ios26/1703064)

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**Author:** [@ferretnt](https://discussions.unity.com/u/ferretnt)\
**Replies:** 1\
**Last updated:** [September 4, 2026, 12:01pm UTC](https://discussions.unity.com/t/tmp-inputfield-and-possibly-other-system-keyboard-display-hitches-on-ios26/1703064 "2026-09-04T12:01:50Z")

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Displaying the system keyboard (I assume) when selecting a TMP\_InputField on iOS26 seems to hitch for multiple frames and display the attached logs in XCode when the debugger is attached. Has anyone else noticed this? I…

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## [There is no public API to create a TMP\_SpriteAsset from script (Unity 6000.5.9f1)](https://discussions.unity.com/t/there-is-no-public-api-to-create-a-tmp-spriteasset-from-script-unity-6000-5-9f1/1735180)

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**Author:** [@S-Takahashi158](https://discussions.unity.com/u/S-Takahashi158)\
**Replies:** 3\
**Last updated:** [August 31, 2026, 10:10am UTC](https://discussions.unity.com/t/there-is-no-public-api-to-create-a-tmp-spriteasset-from-script-unity-6000-5-9f1/1735180 "2026-08-31T10:10:01Z")

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Disclosure: This post was drafted with Claude Code (Anthropic). Every finding below was reproduced and verified in an actual project on the version listed under Environment, including the access modifiers and the UpdateL…

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## [Get the checked values in a multi-select TMP\_Dropdown](https://discussions.unity.com/t/get-the-checked-values-in-a-multi-select-tmp-dropdown/1680251)

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**Author:** [@CarlFat](https://discussions.unity.com/u/CarlFat)\
**Replies:** 4\
**Last updated:** [August 30, 2026, 1:10am UTC](https://discussions.unity.com/t/get-the-checked-values-in-a-multi-select-tmp-dropdown/1680251 "2026-08-30T01:10:25Z")

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How do I get which values are selected?

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## [TextMeshPro With Lights in 2D?](https://discussions.unity.com/t/textmeshpro-with-lights-in-2d/1733381)

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**Author:** [@mortoray](https://discussions.unity.com/u/mortoray)\
**Replies:** 0\
**Last updated:** [August 8, 2026, 10:33am UTC](https://discussions.unity.com/t/textmeshpro-with-lights-in-2d/1733381 "2026-08-08T10:33:07Z")

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How can I get TextMeshPro to respond to lights in my 2d URP game? I first tried to switch to “TextMeshPro/SRP/TMP\_SDF-URP Lit” shader. This has a couple of problems though: Creates a thin border around the text (very …

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## [When are dynamic fonts going to stop spamming version control noise?](https://discussions.unity.com/t/when-are-dynamic-fonts-going-to-stop-spamming-version-control-noise/1733189)

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**Author:** [@Baste](https://discussions.unity.com/u/Baste)\
**Replies:** 4\
**Last updated:** [August 6, 2026, 2:03pm UTC](https://discussions.unity.com/t/when-are-dynamic-fonts-going-to-stop-spamming-version-control-noise/1733189 "2026-08-06T14:03:49Z")

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This has been a problem forever. If fonts are set to dynamic, they constantly write to file. Every time you look at the font in a text field in play mode or editor or whatever, they update the file. The data that is wri…

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## [TextMeshPro preferred height incorrect](https://discussions.unity.com/t/textmeshpro-preferred-height-incorrect/1694001)

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**Author:** [@mashlol](https://discussions.unity.com/u/mashlol)\
**Replies:** 2\
**Last updated:** [August 5, 2026, 5:20pm UTC](https://discussions.unity.com/t/textmeshpro-preferred-height-incorrect/1694001 "2026-08-05T17:20:16Z")

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Simple setup, just a parent container with a Vertical Layout Group with some padding and content size fitter on preferred for both horizontal and vertical. The child is just a TMPro UI component. Many arrangements…

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## [Too many shader variants](https://discussions.unity.com/t/too-many-shader-variants/1732610)

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**Author:** [@DucaDiMonteSberna](https://discussions.unity.com/u/DucaDiMonteSberna)\
**Replies:** 3\
**Last updated:** [July 31, 2026, 5:40pm UTC](https://discussions.unity.com/t/too-many-shader-variants/1732610 "2026-07-31T17:40:56Z")

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Is this a normal number of shaders variants? I’m using unlit shaders for both UI and gameobjects!

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## [Using \<mark\> tags in TMP with a monospaced font covers the text](https://discussions.unity.com/t/using-mark-tags-in-tmp-with-a-monospaced-font-covers-the-text/1731998)

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**Author:** [@OldHarryMTX](https://discussions.unity.com/u/OldHarryMTX)\
**Replies:** 0\
**Last updated:** [July 24, 2026, 8:37am UTC](https://discussions.unity.com/t/using-mark-tags-in-tmp-with-a-monospaced-font-covers-the-text/1731998 "2026-07-24T08:37:55Z")

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DISCLAIMER: I had Claude summarize this post as I tried to address the issue with him, without success. Unity 6000.4.4f1, com.unity.ugui 2.0.0 (bundled TextMeshPro), URP 17.4.0. I’m seeing very inconsistent behavior fr…

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## [Text Mesh Pro Font Asset keeps auto-changing](https://discussions.unity.com/t/text-mesh-pro-font-asset-keeps-auto-changing/682057)

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**Author:** [@Rational-MA](https://discussions.unity.com/u/Rational-MA)\
**Replies:** 44\
**Last updated:** [July 21, 2026, 11:58am UTC](https://discussions.unity.com/t/text-mesh-pro-font-asset-keeps-auto-changing/682057 "2026-07-21T11:58:20Z")

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@Stephan\_B Our Text Mesh Pro Font Assets keep showing up as changed in our source control. No one is touching the assets nor any TMP settings. It always has something to do with the “UNITY\_UI\_CLIP\_RECT” shader keyword b…

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## [TMP Emoji Sequence Support (ZWJ)](https://discussions.unity.com/t/tmp-emoji-sequence-support-zwj/1618574)

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**Author:** [@Johannski](https://discussions.unity.com/u/Johannski)\
**Replies:** 10\
**Last updated:** [July 18, 2026, 2:27pm UTC](https://discussions.unity.com/t/tmp-emoji-sequence-support-zwj/1618574 "2026-07-18T14:27:53Z")

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I recently tested Emoji Support again for TMP and was quite pleased that it works well out of the box Demo - However, what is not working is emoji sequences (so e.g. :man\_facepalming: - which results in …

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## [Is \`TMP\_Text.SetText\` supposed to be allocation free in the builds?](https://discussions.unity.com/t/is-tmp-text-settext-supposed-to-be-allocation-free-in-the-builds/1730536)

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**Author:** [@Saeed-Barari](https://discussions.unity.com/u/Saeed-Barari)\
**Replies:** 5\
**Last updated:** [July 11, 2026, 12:41pm UTC](https://discussions.unity.com/t/is-tmp-text-settext-supposed-to-be-allocation-free-in-the-builds/1730536 "2026-07-11T12:41:59Z")

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Hello, there are various places on the internet where it’s suggested that TMP\_Text.SetText is allocation free, but testing it in the Editor definitely allocates. I read somewhre non-official that that’s just because of t…

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## [Canvas UI: Auto resizing text element in Vertical layout group (Unity 2022)](https://discussions.unity.com/t/canvas-ui-auto-resizing-text-element-in-vertical-layout-group-unity-2022/1730646)

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**Author:** [@iffn](https://discussions.unity.com/u/iffn)\
**Replies:** 2\
**Last updated:** [July 10, 2026, 8:49pm UTC](https://discussions.unity.com/t/canvas-ui-auto-resizing-text-element-in-vertical-layout-group-unity-2022/1730646 "2026-07-10T20:49:03Z")

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Hello, I’m using Unity 2022.3.22f1 and I’m struggling with creating a responsive canvas UI that automatically adjusts itself. I have a vertical layout group with a bunch of elements, including a text component with wrap…

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## [Serialize a list of custom classes to json](https://discussions.unity.com/t/serialize-a-list-of-custom-classes-to-json/1729952)

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**Author:** [@blckwtrnorthstar](https://discussions.unity.com/u/blckwtrnorthstar)\
**Replies:** 6\
**Last updated:** [July 4, 2026, 12:29am UTC](https://discussions.unity.com/t/serialize-a-list-of-custom-classes-to-json/1729952 "2026-07-04T00:29:52Z")

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Hi all. Currently working on a mod for a game that records data from individual waves, as well as your run, in endless mode. At the moment, this is handled by a script that contains a list of custom classes. When the run…

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## [2026 Could TextMeshPro/TextCore ever support multi-channel signed distance fields?](https://discussions.unity.com/t/2026-could-textmeshpro-textcore-ever-support-multi-channel-signed-distance-fields/1730024)

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**Author:** [@mitaywalle](https://discussions.unity.com/u/mitaywalle)\
**Replies:** 0\
**Last updated:** [July 3, 2026, 8:56pm UTC](https://discussions.unity.com/t/2026-could-textmeshpro-textcore-ever-support-multi-channel-signed-distance-fields/1730024 "2026-07-03T20:56:41Z")

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We can see this thing: GitHub - InitialPrefabs/InitialPrefabs.Msdf: MSDF Font Rendering for Unity · GitHub I’ve also made something similar but fully C# / Burst based : GitHub - mitay-walle/com.mitay-walle.textmeshpro-m…

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## [How to create a light burst / shiny sheen effect on TextMesh Pro?](https://discussions.unity.com/t/how-to-create-a-light-burst-shiny-sheen-effect-on-textmesh-pro/1724371)

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**Author:** [@daniel6correia](https://discussions.unity.com/u/daniel6correia)\
**Replies:** 3\
**Last updated:** [June 29, 2026, 12:30pm UTC](https://discussions.unity.com/t/how-to-create-a-light-burst-shiny-sheen-effect-on-textmesh-pro/1724371 "2026-06-29T12:30:41Z")

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Hi everyone! I’m trying to create a “light burst” effect or a subtle shine on a TextMesh Pro text component (like a flash of light moving across the text). I believe it’s the effect shown in the image (I want to recreat…

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## [Where is the TextMesh Pro Documentation?](https://discussions.unity.com/t/where-is-the-textmesh-pro-documentation/1724302)

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**Author:** [@unity\_D17A28A187DE845FA2E4](https://discussions.unity.com/u/unity_D17A28A187DE845FA2E4)\
**Replies:** 2\
**Last updated:** [June 27, 2026, 2:35pm UTC](https://discussions.unity.com/t/where-is-the-textmesh-pro-documentation/1724302 "2026-06-27T14:35:59Z")

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Hey, so it’s been a while since I’m using Text Mesh Pro and I’m trying get a little fancier with it using scripts… but the TextMeshPro API is horrendous, the one in | TextMeshPro | 3.2.0-pre.15. I’ve been seaching aroun…

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## [Unity 6000.0.60f1, on SteamDeck virtual keyboard, any TMPInputField input is ignored if shift or caps lock is pressed](https://discussions.unity.com/t/unity-6000-0-60f1-on-steamdeck-virtual-keyboard-any-tmpinputfield-input-is-ignored-if-shift-or-caps-lock-is-pressed/1693249)

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**Author:** [@JokuPelle](https://discussions.unity.com/u/JokuPelle)\
**Replies:** 5\
**Last updated:** [June 26, 2026, 9:36am UTC](https://discussions.unity.com/t/unity-6000-0-60f1-on-steamdeck-virtual-keyboard-any-tmpinputfield-input-is-ignored-if-shift-or-caps-lock-is-pressed/1693249 "2026-06-26T09:36:44Z")

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After updating from Unity 2021 to Unity 6, it appears on SteamDeck all the input fields ignore keyboard presses when Shift or Caps Lock is pressed. So this prevents writing any capital letters, and all the different symb…

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## [Unity TextMeshPro Input Field overflow issues](https://discussions.unity.com/t/unity-textmeshpro-input-field-overflow-issues/1724035)

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**Author:** [@WizardPenguin](https://discussions.unity.com/u/WizardPenguin)\
**Replies:** 0\
**Last updated:** [June 24, 2026, 11:49pm UTC](https://discussions.unity.com/t/unity-textmeshpro-input-field-overflow-issues/1724035 "2026-06-24T23:49:01Z")

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Does anyone know how to make it so unity’s TMP Inputfield properly overflows on spaces and enter presses? I turned off the rectmask2d to show that whenever i hold space, the caret doesn’t wrap properly to the next line. …

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## [Discolored Text?](https://discussions.unity.com/t/discolored-text/1723915)

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**Author:** [@mware01](https://discussions.unity.com/u/mware01)\
**Replies:** 0\
**Last updated:** [June 23, 2026, 9:31pm UTC](https://discussions.unity.com/t/discolored-text/1723915 "2026-06-23T21:31:05Z")

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I’ve noticed that the text isn’t matching the color hex unity using TMP, and this issue is also occurring with colored withe sprites.

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## [TextMeshPro - SetCulture (CultureInfo)](https://discussions.unity.com/t/textmeshpro-setculture-cultureinfo/934235)

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**Author:** [@Neohun](https://discussions.unity.com/u/Neohun)\
**Replies:** 4\
**Last updated:** [June 14, 2026, 10:59pm UTC](https://discussions.unity.com/t/textmeshpro-setculture-cultureinfo/934235 "2026-06-14T22:59:22Z")

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Hi Guys, I have a problem with the TextMeshPro and it’s handling of “UpperCase, LowerCase, SmallCaps” operations. What I need is culture sensitive operations but only for TMPro without changing the system culture. Becau…

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## [Style tag error thrown without real explicit context](https://discussions.unity.com/t/style-tag-error-thrown-without-real-explicit-context/1722472)

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**Author:** [@DarkRewar](https://discussions.unity.com/u/DarkRewar)\
**Replies:** 7\
**Last updated:** [June 12, 2026, 2:57pm UTC](https://discussions.unity.com/t/style-tag-error-thrown-without-real-explicit-context/1722472 "2026-06-12T14:57:52Z")

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Hello, I’m using style tags inside localization texts for UITK game views. And I got many Style tags should be handled by the preprocessor. errors, with a simple stack trace: Style tags should be handled by the prepro…

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## [Suggestion for a change to line breaks for Asian languages](https://discussions.unity.com/t/suggestion-for-a-change-to-line-breaks-for-asian-languages/1722842)

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**Author:** [@vdogamr](https://discussions.unity.com/u/vdogamr)\
**Replies:** 0\
**Last updated:** [June 11, 2026, 10:32am UTC](https://discussions.unity.com/t/suggestion-for-a-change-to-line-breaks-for-asian-languages/1722842 "2026-06-11T10:32:25Z")

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I would like to suggest a change to how the line breaking is handled for Asian languages. If I understand the two files: “LineBreaking Following Characters” and “LineBreaking Leading Characters” correctly, then I think t…

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## [Seemingly random weight change of fallback fonts](https://discussions.unity.com/t/seemingly-random-weight-change-of-fallback-fonts/1664064)

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**Author:** [@sivhjomegapop](https://discussions.unity.com/u/sivhjomegapop)\
**Replies:** 6\
**Last updated:** [June 10, 2026, 5:52pm UTC](https://discussions.unity.com/t/seemingly-random-weight-change-of-fallback-fonts/1664064 "2026-06-10T17:52:45Z")

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Hello there. We’ve just started the process of localizing our game to non-latin languages and we’ve imported a font file to use and set it as the fallback font for the project. (The original font did not have the glyphs…

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## [Scaling inline sprites using Rich Text tags causes weird alignment](https://discussions.unity.com/t/scaling-inline-sprites-using-rich-text-tags-causes-weird-alignment/752114)

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**Author:** [@CDGKen](https://discussions.unity.com/u/CDGKen)\
**Replies:** 9\
**Last updated:** [June 6, 2026, 3:33pm UTC](https://discussions.unity.com/t/scaling-inline-sprites-using-rich-text-tags-causes-weird-alignment/752114 "2026-06-06T15:33:00Z")

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Hello, I’m experiencing an issue when using rich text tags to resize in-line sprites in TextMeshPro. The image I’m using right now is too small when placed next to the text, and I was hoping I could increase its size us…

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