Quick answer: Import TMP Essential Resources, assign a font asset, and set a visible color and size, then confirm the rect is on-screen and large enough.
TextMeshPro that shows nothing usually needs its essentials imported or a font assigned. Here is the checklist.
How to fix it
1. Import TMP Essentials
TextMeshPro needs its Essential Resources imported (Window, TextMeshPro, Import TMP Essential Resources). Without them, default fonts and shaders are missing and text does not render.
2. Assign a font asset
The component needs a TMP font asset. If none is set, or the assigned one is broken, nothing draws. Assign a valid font asset and confirm it has the characters you use.
3. Check color, size, and rect
A zero size, a color matching the background, or an off-screen rect all hide the text. Set a contrasting color and visible size, and confirm the RectTransform is on-screen and large enough.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.