How to reproduce:
1 - Create a new project.
2 - Import the localization and text mesh pro packages.
3 - Create a en(English) locale.
4 - Create a string table.
5 - Create a entry with the text : “My name is Bob\nIt’s raining today”.
6 - Using the GameObject menu creator, select “UI/Text -TextMeshPro”.
7 - Select the newly created GameObject.
8 - Click on the three dots to open the context menu.
9 - Click on “Localize”.
10 - On the Localize String Event component, assign the entry created on step 5 to the String Reference variable.
11 - Make sure the Locale Selector chooses the locale created on step 3.
12 - Make sure Rich text is active on the TextMeshPro component.
13 - Click on the Play button.
The text shown on the screen will be “My name is Bob\nIt’s raining today”, when it should actually be:
“My name is Bob
It’s raining today”.
PS: while on play mode, opening the “Extra Settings” tab on the TextMeshPro component, then toggling Rich text on and off will fix the text.
I don’t know if this is a problem with either the TextMeshPro or the Localization package, but i thought it would be a good idea to post this here since using “\n” works normally on TextMeshPro except when assigning the text through the Localize String Event component.