For some odd reason whatever TextMeshPro pro texts I create are simply not rendered and not visible on WebGL builds
There are also inputfields that are child of some TextMesh Pro text objects and they seem to be not interactive at all.
The native Unity Texts seem to be fine though.
This issue is solved when going back to Mac or other platform builds but not on WebGL
Is there something Iâm missing or a bug?
Make sure that you are using the text components found in âCreate - UI - TextMeshPro Textâ and not the normal text component located in âCreate - 3D Object - TextMeshPro Textâ.
With regards to child Input Fields, does the behavior change if you just have objects without child TMP Input Fields?
Can you post an image of the scene hierarchy that shows the parent text object in the inspector and then this child TMP Input Field?
Are you using a mixture of normal objects and in the same scene where some of these objects might share the same material preset?
Hey Stephan, thank you for your reply.
Iâm using the TextMeshPro UGUI under create - UI - TextMesh Pro Text.
here is the screenshot of the hierarchy.
There is a TextMeshPro Text that has a TextMeshPro InputField.
Iâm also currently using 2018.3.3
Update: I tried re building the WebGL. it prompts that the build was successful but it the folder is empty ! completely void of the program⌠this is very strangeâŚ
Unity console logs some errors:
First Error:
L2CPP error for type âSystem.Runtime.InteropServices.ComTypes.IBindCtxâ in assembly â/Users/raeion/test/test/Temp/StagingArea/Data/Managed/mscorlib.dllâ
Additional information: Build a development build for more information. âSystem.Runtime.InteropServices.ComTypes.IBindCtxâ doesnât have a GUID.
Second Error:
Exception: /Applications/Unity/Hub/Editor/2018.3.3f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
Third Error:
Failed running /Applications/Unity/Hub/Editor/2018.3.3f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --dotnetprofile=âunityaotâ --compile-cpp --libil2cpp-static --platform=âWebGLâ --architecture=âEmscriptenJavaScriptâ --configuration=âReleaseâ --outputpath=â/Users/raeion/test/test/Assets /âŚ/Temp/StagingArea/Data/Native/build.bcâ --cachedirectory=â/Users/raeion/test/test/Assets/âŚ/Library/il2cpp_cacheâ --compiler-flags=â-Oz -DIL2CPP_EXCEPTION_DISABLED=1 " --emit-method-map --additional-libraries=â/Applications/Unity/Hub/Editor/2018.3.3f1/PlaybackEngines/WebGLSupport/BuildTools/lib/modules/
I have also created a development build and still the same new problem, itâs empty ! I have never faced a problem like this beforeâŚ
@Raeion did you have any luck with this problem. Iâm still suffering from this bug. Any insight?
I would suggest testing with the latest release of TMP to see if the behavior persists as well as using checking if the behavior is consistent between versions of Unity.
If the issue persists, Please submit a bug report which includes the project and steps to reproduce so we can have the relevant teams look at it.
Yeah it has been a while I seem to have fixed it somehow but I canât recall. perhaps. try re installing using the package manger.
It is also possible this was resolved by an updated version of Unity as TMP doesnât do anything special for any platform. This is all handled by the build system.
I just had the same problem. I am using Unity 2018.4.19f1 that is required by the online class I am taking, actually Unityâs Create With Code. I am only a free Personal version user. Would I be able to submit a bug report and would it even be worth it for an old version? Thanks.
Make sure you check if you are able to reproduce the issue in 2018.4 using the latest release of the TMP package which is version 1.5.0-preview.10.
Submitting a bug report with reproduction project along with steps to enable us to reproduce and identify the source of these potential issues not only makes it easier for us to resolve these issues but to further improve the product for everyone. As such, we are most grateful for the time and efforts users put into submitting these bug reports.
If you do submit a bug report via the help menu in Unity, be sure to provide me with the Case # once you get it from Unity via email.
Getting this issue on WebGL builds w/ latest TMP on 2020.2.0b9
Can you please check if the issue is still present in 2020.2.0b12?
If the issue is still present, please submit a bug report with project and steps to reproduce and I will be more than happy to take a closer look.
I upgraded and the problem is still intermittent. It doesnât happen every time, which is super confusing. I thought it might be a file/caching related issue. I moved the font asset into resources but it didnât seem to change anything. Regular TMP stuff is unaffected, just UGUI, and not every time. There are now bigger problems with 2020 WebGL builds on itch.io tho. :< If I get some time tomorrow Iâll post a report.
Are you using a mixture of and text objects where these would be sharing the same material preset or default material from the same font asset? See if using a separate material for the and objects makes the issue go away.
I have also the Problems with TextMeshProâs. Im using Unity 2020.2.2f1 and I will create a display with normal text, invers text and flashing elements. I create these all with . In the editor it is very fine, but when I will publish it with WebGL, I will see nothing on the screen. Do anyone know the reason for that?
I had this problem on webgl android, I changed the anchor of my text components so they would display at good position with different resolution.