TMPro text fields are suddenly invisible when I start a scene. If I change any of them, for example, I change the text or SetActive true/false one, then all of them re-appear.
I’m a bit confused about the difference. If I search the hierarchy for TextMeshPro and TextMeshProUGUI, some of the results are the same GameObjects. However I do get some more results on TextMeshProUGUI.
Search using t:type or in this case t:textmeshpro or t:textmeshprougui
In terms of these two types of text objects, the object works with the Mesh Renderer while the with the Canvas system.
If you have both of them in the same scene sharing the same materials, we end up with the Mesh Renderer and Canvas Renderer fighting over the ZTest settings on those materials. As such it is possible to end up with some objects not being visible depending on who won the fight. The solution is to use two sets of material presets. One for text objects using the Mesh Renderer and another for the object using the Canvas Renderer.
Your issue could be something else but this is a possibility worth investigating.
P…S. Since it’s almost 4:00 am for me. I am going to go sleep and follow up tomorrow.
If I type t:textmeshpro I don’t get anything in the scene. I’m trying to upload a bug report but it’s been on the halfway now for about 6 hours. It’s just too big and I can’t seem to select only one scene and its dependencies for a bug report.
You mentioned the issue only occurs with Roboto-Bold. Is this font asset assigned as a primary font asset to the text objects or is it assigned as a font weight of the primary?
Try creating a new scene using this font asset in a similar fashion to see if the issue will also occur in the new scene? If it does, the try creating a new project using those same assets to see if you can reproduce the behavior again.