Quick answer: Switch the font asset to a Dynamic atlas with multi-atlas support, or enlarge the static atlas and include the full character set you need.

Some translated or special characters show up as boxes because the prebaked TMP atlas did not have space for them. Using a dynamic, multi-atlas font asset lets TMP add glyphs on demand and stop showing boxes.

How to fix it

1. Switch to a dynamic atlas

Set the TMP Font Asset's Atlas Population Mode to Dynamic so missing glyphs are rasterized into the atlas at runtime the first time they are used.

2. Enable multi-atlas

Turn on Multi Atlas Textures so TMP can allocate additional atlas pages when one fills up, instead of dropping glyphs once the first texture is full.

3. Or bake the full set

If you must stay static, regenerate the atlas at a larger size (for example 1024 or 2048) with the complete character set or Unicode ranges your localization requires.

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.