Windows Build creates NullReferenceException in standalone player

I am creating a windows build and tested the resulting build.
When starting the standalone client I see the following error messages in the log:

NullReferenceException: Object reference not set to an instance of an object
  at TMPro.TMP_Settings.get_defaultFontAsset () [0x00005] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.LoadFontAsset () [0x00016] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.Awake () [0x000a6] in <603236846f51438799f07d7500ebb307>:0

NullReferenceException: Object reference not set to an instance of an object
  at TMPro.TMP_Settings.get_defaultFontAsset () [0x00005] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.LoadFontAsset () [0x00016] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.Awake () [0x000a6] in <603236846f51438799f07d7500ebb307>:0

NullReferenceException: Object reference not set to an instance of an object
  at TMPro.TMP_Settings.get_defaultFontAsset () [0x00005] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.LoadFontAsset () [0x00016] in <603236846f51438799f07d7500ebb307>:0
  at TMPro.TextMeshProUGUI.Awake () [0x000a6] in <603236846f51438799f07d7500ebb307>:0

All my TextMeshPro Labels are removed - the game starts but no text object labels appear anymore.

So this only happens in the Unity Build Automation. When I build locally via Unity Editor - everything works fine.
I am building on a MacOS if this is relevant to know here.

Here is the Compact Log of the build: [warning] [2023-04-05T14:49:42.053Z] - 7.3.4.2.4.2 - WARN: WARNING: missing .met - Pastebin.com

Have you tried building the project via batch mode locally? This will more closely resemble what happens in the UBA builds.

@Benjamin-Gooding I build it locally with the guide and the resulting windows executable worked fine. I wanted to retry it on the DevOps pipeline but this bug: Build Configuration Page fails to load prevents me from doing so

@Benjamin-Gooding
So the Build Automation created successfully a new windows build. However even tho I could locally resemble everything fine that same state (being pushed to Git) still creates the mentioned Textmesh Pro issues. What should I do?

Iā€™d recommend opening up a support ticket so that one of our engineers can take a deep look. You can do this in the help and support section of the DevOps portion of the Unity Dashboard

Fixed thanks. For some reason my gitignore excluded TextMeshPro

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