When using a custom Font Asset after the Unity 6 update, missing glyphs (such as Korean characters) no longer correctly utilise fallback fonts. Instead, they render as missing block characters. If the built-in default LiberationSans SDF is used, the fallback mechanism works as intended.
I have tested multiple fallback configurations, none of which resolved the issue:
• Linking LiberationSans SDF explicitly as a fallback inside the custom Font Asset.
• Linking it in the TextMeshPro Project Settings.
• Leaving all fallback fields empty to let VRChat's system handle the fallback behaviour.
Attached Files:
• Image 1 & 2: Expected behaviour before the Unity 6 update (English and Korean glyphs rendering properly).
• Image 3: Current broken behaviour after the update (All non-ASCII text converted into blocks).

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