Upgrading to Unity 6.35 (and now 6.36) - bizarre issues with TextMeshPor - Text (UI)

Just upgraded (and rolled back to Unity 6.34)

I’ve been updating my project along with each .x update - 34 has been fine.

Upon updating to 35 quite a few of my TMP have now inherited two SUB mesh objects which has forced me to roll back to 34 because I don’t want to waste time fiddling and I’m assuming this is a bug.

Quick little example - I have a READY button, when pressed obviously displays READY! in RED with a black outline and not much else, but now these additional SUB objects have changed my fonts all back to – maybe normal looking – with the exception of ONE LETTER still has the original settings – not sure how this is working out since the entire word “READY” is in the Text Input.

Anyway, that’s my experience - just sharing.

Thank you for any feedback - though I most likely won’t upgrade until 36.

Good luck.

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Glad that I’m not the only one that has seen this issue. Just upgraded from .30 to .35 and immediately spotted that my Chinese font setup stopped rendering italics properly.

Because CJK fonts generally do not come with native italic variants by default, my font setup is as follows:

  • English Font
    • 400 Italics → English Font (native italics)
    • Fallback → Chinese Font (using italics parameter)

The two lines of text are italics, so before the update, when localized to Chinese, the Chinese font would render properly as italics.

Now with .35, it seems that only the first ever occurrence of the character in the UI would be properly italicized, and the next occurrence would not. See the attached image. This issue persists across the entire UI, i.e. if a character in the font has already been loaded somewhere else, it won’t ever be italicized here.

Toggling Italics on the TextMeshProUGUI component does not recover from the issue, and only subtly changes the spacing.

I believe this may have something to do with the fix for UUM-87529 that landed in .35, and I can confirm that .34 did not have this issue for me, so it must be something in .35.

Same for me… took me an hour to figure this out. Did a rollback to 6.34 and the TMP bold texts are displayed correctly again.

6.36:
image

6.34:
image

Note:
The issue only appears for bold text. I don’t have bold typefaces for this font so the bold style is created by TMP itself.

@RobG88 I think you can change the topictype to “bug” so this topic may get more attention

just checked, as i see there is no feature to change topic type, you can’t even delete self topic, without using crutch flag system, so only creating a new one with proper type is an option.

On some forums mods are very active and edit topics themselves, but here it just stays in the air and sometimes gets auto-deleted-closed because of a community flag, if it was an idiotic one.
(and after that it just says “spam and ads” always, even if there was none (excluding spam, as its a pretty broad term))

P.S.
Also even if you managed to do that, your deleted topic just stays in the public list with (deleted) on open, but its name remains

With 6.36 just out, I figured I’d try again and the problem still exists.

Example of my issue:

Screenshot 2025-01-31 153714

I tried Unity 6.1b (.4 release, I think, just installed 2025-FEB-03).

While this did not FIX my issue, I figured out the solution or maybe temp fix is better.

Any fonts that you having this issue with, go to that font and disable/enable BOLD.

The BOLD button is not actually working, but you’ll see a font change, save the scene.

I was good after that.

Good luck

Thank’s for your feedback.

Since I have a lot of text components with different fonts, I will probably have to wait unitl they are fixing this. I guess it was caused by this fix of 6.35:

The ticket for this issue has been created and can be tracked via:
https://issuetracker.unity3d.com/issues/tmp-bold-font-style-is-rendered-with-incorrect-font-when-a-font-asset-without-bold-typeface-is-selected

Please vote for it if you want to have this fixed soon.

BR

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