I have uninstalled and reinstalled and it doesn’t fix the problem. There are messages in the console:
No characters selected or invalid format.
UnityEngine.Debug:Log(Object)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:ParseHexNumberSequence(String) (at Library/PackageCache/com.unity.textmeshpro@2.1.4/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:386)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:DrawControls() (at Library/PackageCache/com.unity.textmeshpro@2.1.4/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:731)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:OnGUI() (at Library/PackageCache/com.unity.textmeshpro@2.1.4/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:262)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Glyph packing completed in: 4.072 ms
UnityEngine.Debug:Log(Object)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:Update() (at Library/PackageCache/com.unity.textmeshpro@2.1.4/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:295)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Font Atlas generation completed in: 0.170 ms
UnityEngine.Debug:Log(Object)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow:Update() (at Library/PackageCache/com.unity.textmeshpro@2.1.4/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:303)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
The “Font Atlas Generation Completed” message confused me, so I decided to save the file as an asset and try to use it. The asset file name is Test_test_batman. Surprisingly, the file has 2000 kb of content.
I then created a TextMeshPro Text and tried to apply Test_Text_batman font. It makes no change to the text and it still appears like the default Liberation Sans font.