Quick answer: Order the fallback list so the primary font is searched first, ensure each fallback covers only the scripts it should, and rebuild atlases with the needed character set.

Mixed English and Chinese text can look inconsistent when TextMeshPro pulls Latin letters from a CJK fallback that has clumsy Latin glyphs. Ordering the fallback list correctly makes each script use the intended font.

How to fix it

1. Order the fallback list

On the primary TMP Font Asset, set the Fallback Font Assets list so the main font is effectively first and CJK fonts come after, since TMP uses the first asset that contains each glyph.

2. Scope each fallback's coverage

Generate each fallback atlas with only the script it is meant to provide (for example a Japanese font covering kana and kanji), so it does not get picked for Latin characters its main font already has.

3. Use a dynamic atlas for coverage

Set the font assets to Dynamic atlas population so missing glyphs are added on demand at runtime, avoiding boxes when a translation uses a character not in the prebuilt static atlas.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.