Hi everyone,
I’m dynamically setting fallback fonts for TMP_FontAssets via script during runtime. This is because I load additional font assets dynamically using Addressables to support various scripts (e.g., Arabic, Cyrillic). Everything works as expected during play mode, but I’ve encountered an issue:
After exiting play mode in the Editor, the fallback fonts I added to the fallbackFontAssetTable persist on the original font asset. This is problematic because:
- These changes are unintended and modify the original asset.
- The linked font assets are now included in the build, which bloats the build size.
I’ve thought about creating runtime clones of the font assets to modify, but managing these clones and ensuring memory efficiency feels cumbersome. Is there a clean and reliable way to prevent these fallback changes from persisting after play mode? Alternatively, is there a better approach to dynamically handle TMP fallbacks without modifying the original asset?
Thanks in advance for any suggestions!