Another technical problem with WebGL platform

Hello,
I have a scene in Unity that uses 3 different types of font assets in my game. LiberationSans SDF (TMP_Font Asset) has a shader that renders text regardless if the object is hidden behind another object. Otto SDF has a shader that renders fonts that look like handwriting, and LiberationSans SDF3 (TMP_Font Asset) is set up to render text that is not ‘hidden’ behind objects.

After changing the font assets in my Text Mesh Pro components, and building and running my game into a WebGL platform game, my scene disappears momentarily and reappears again and when it does, all my font assets ‘revert’ back to LiberationSans SDF (TMP_Font Asset) again.

It is very hard to offer assistance just based on a description like this. A small repro project is usually the best way to get traction.

The only WebGL difference I can think of is that on the web the set of available fonts is restricted to a “safe web” fonts, rather than all Windows fonts. But by your description it does sound that initially the fonts do load up ok even on the WebGL platform, so maybe that is not the issue here.