How to reproduce:
- Open the attached project “IN-139443”
- Go to Window > Asset Management > Addressables > Groups and set Play Mode Script to "Use Existing Build"
- Build addressable content via Build > New Build > Default Build Script
- Enter Play Mode in SampleScene
- Wait for the test text to spawn
- In the upper-right corner, change the locale from English to Japanese, then to Korean (or vice versa)
- Observe the Game View
- Observe the Console
Actual result: NullReferenceException is thrown. The TMP component breaks
Expected result: No exceptions are thrown
Reproducible with: 6000.0.0f1, 6000.0.59f2, 6000.4.5f1
Not reproducible with: 6000.0.74f1, 6000.3.13f1, 6000.5.0b6, 6000.6.0a3
Fixed in: 6000.0.60f1 (f02d6f9f9009)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Workaround:
- Open each affected static SDF font asset in the Inspector
- In the Font Weight Table, assign the font asset as a self-reference under the desired weight slot (e.g., assign "TestFont SemiBold SDF" to the SemiBold entry)
Notes:
- Does NOT reproduce when Addressables Play Mode Script is set to "Use Asset Database" because assets are never truly unloaded from memory in that mode
- Does NOT reproduce if overflowMode is set to anything other than Ellipsis
- Does NOT reproduce if fontWeight is set to Regular
- 2 independent code-level issues combine to cause this NullReferenceException (see internal notes)