Hi, I’ve come across what I believe is a bug. It’s related to updating TextMesh Pro from Unity 5.6 → Unity 2017. I upgraded TextMesh Pro and everything seemed ok. But I’m not sure why it happened or if it was something I just didn’t notice immediately. I found that objects that have TextMesh Pro components and used the old TextContainer did not upgrade properly if those gameObjects were disabled inside a prefab. I often have states in menus and popups that I toggle on and off with gameObject active.
The resulting bug is that alignments and positioning of those objects was all wrong (I assume some default state) instead of what they previously were.
Here’s some more info… I was editing a prefab to try and get it back to how it should be, I made a mistake editing and hit undo and a couple text mesh pro components suddenly forgot their settings, components that were fine and I had not touched during the current edit of the prefab… I have no idea what’s going on.
It looks like in the conversion of the enums which were used when the TextContainer was there and the new enum set for alignment which includes new options, it is getting confused. The text objects end up with some invalid enum value for Alignment.
Some Repro project would be awesome as I can figure out which object / state of an object results in this when upgrading from an older version to newer.
It’s not just alignment though, the rect transform positions are also wrong, they seem to have been set back to 0,0,0 when they shouldn’t be. I will try and get you a repro next week. I’m flat out this week sorry.
Edit: on a further look they seem to set x and y to 0 and z remains ok.