Quick answer: Set the font asset's atlas population mode to Dynamic and configure a fallback chain, so TMP rasterizes new glyphs on demand or pulls them from a fallback font.

A static TMP atlas only contains the characters you baked, so unexpected input shows tofu. Switching to a dynamic atlas with fallback fixes it. Here is how.

How to fix it

1. Set atlas population to Dynamic

Change the font asset's Atlas Population Mode to Dynamic so TMP adds glyphs to the atlas at runtime when a string needs a character that is not yet present.

2. Configure a fallback font list

Add CJK and symbol fallback font assets to the TMP fallback list so characters absent from the primary font resolve from a font that has them instead of showing boxes.

3. Size the dynamic atlas appropriately

Give the dynamic atlas enough texture space and enable multi-atlas support so it does not run out of room and start dropping newly added glyphs.

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.