Hi,
I have been implementing TextMeshPro into my game and I have run into a bit of a roadblock.
I cannot get TMP_SubMeshUI to use the parent material properties. No matter what, it always just uses the default material preset. This is preventing me from localizing my game.
I have made sure Match Material Presets is enabled too.
I want to use fallback fonts for things like icons and localization, yet it doesn’t seem to work as the documentation claims: “When Match Material Presets is enabled, fallback materials will be instantiated that match the settings of the material of the font that was missing the glyph. That way, the fallback characters have the same style as the other characters.” (source: Settings, TextMesh Pro Documentation)
The following images show the problem.
It should be evident that the glyphs from the fallback font do not have the same color/shadow as its parent as they are not using the same material.
The Japanese symbol should look the same as the Latin characters.
The gem should look the same as the “1-”.
I am using Unity 2019.4.32 and TextMeshPro version 2.1.6.