Quick answer: Switch Overflow to Overflow or Auto Size with a min font, let a ContentSizeFitter grow the box, or use a layout group so the rect expands for long strings.

An English label that fits its box loses its tail to an ellipsis once translated into a longer language. Choosing the right TMP overflow strategy and letting the rect grow keeps the full localized string readable.

How to fix it

1. Choose the right overflow mode

Set the TMP Overflow to Overflow or enable Auto Size with a sensible min so text wraps or shrinks to fit instead of being truncated with an ellipsis.

2. Let the box grow

Add a ContentSizeFitter set to Preferred Size, or place the label in a layout group, so the rect expands vertically to hold longer translated strings.

3. Set a font-size floor

When using Auto Size, set the Min font size high enough to stay legible so the longest translation does not shrink the text into unreadability on small screens.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.