fixed TMPro export with multiple font weights (invalid texture hash) #744
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
I had trouble exporting objects with TMPro text, containing multiple font weights (bold, italic etc.)
The UnityGLTF correctly exports all font atlas materials, but their textures are all the same.
After closer inspection, it seems that these textures do not have a valid
Texture.imageContentsHash
, which leads to exporter to just re-use the previously cached atlas texture, even if they are different.I made it so in case of
!Texture.imageContentsHash.isValid
, theUniqueTexture.GetHashCode()
fallbacks to usingTexture.GetHashCode()
.Example: