For some reason some of our text using TMP is rendering and some of it isn’t and sometimes rendering breaks when it enters a hierarchy and somethings just is broken when using polyspatial, any advice on what I might be missing?
I also made a video of strange behavior
I’ll have text rendering just fine, then when I move it under the additional hierarchy of the button I have, it stops rendering. I have to control Z in order for it to get it render again, and even if I manually move it out of the hirearchy of the object that stops it from rendering back to it’s original place, it still doesnt work
Your examples are in scene view/edit mode, which I wouldn’t expect to be affected by PolySpatial. Does this happen in play mode and/or on the simulator/device, and does it happen without the PolySpatial packages installed? Either way, if you submit a bug report with a repro case and let us know the incident number (IN-#####), we can look into it.
It is indeed still an issue in the simulator, I’ll create a bug report
Hi, as of today, I’m still having similar issue (polyspatial 1.0.3).
And it happens on both simulator and device (somehow does not happen in editor or play mode for me). And it can just happen when putting a default TextMeshPro in front of a default cube MeshRenderer with default Lit material. And even the text position or cam view angle can trigger the text to disappear or appear (keeping hierarchy unchanged)
It is very painful now … This is like the last show stopper for my current project release … Really appreciate if there is an update fix or any possible workaround is great help!
Actually, never mind, I think mine is a different issue related to nested canvases
This in particular sounds like a sorting issue. Particularly when combining MeshRenderers and UI components (such as TextMeshProUI), you may need to use a visionOS Sorting Group to enforce a specific sort order.