Reproduction steps:
1. Open the attached “IN-94303.zip” project
2. Open the “Test” Scene
3. In the Hierarchy, create a new Text (TMP) GameObject (Right-Click > UI > Text - TextMeshPro)
4. Type in any letters and numbers (e.g. ‘TextMeshPro123’)
5. In the Inspector, click the ‘Bold’ Font Style
6. In the “Font asset” property choose any other Font Asset
7. Switch between a few different Font Assets
8. Observe the text
Expected result: The chosen font is correctly bolded
Actual result: Some parts of the text/characters fallback to the “Liberation Sans” font asset
Reproducible with: 6000.0.35f1, 6000.0.38f1, 6000.1.0b6, 6000.2.0a3
Not reproducible with: 2022.3.58f1, 6000.0.34f1
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Notes:
- Sometimes the whole text fallbacks to the “Liberation Sans” font asset
- “TMP SubMeshUI” gets created when the issue reproduces
- The font fixes (and the created “TMP SubMeshUI” disappears) when the Editor is reopened or when clicking “Reimport All”