We're using TextMeshPro with Overflow set to "Linked", which allows text to spill over into a separate game object with another TMPro component on it.
When we localize this, only the first TMPro text has the Secondary Term (Font or Material) applied to it. Any further TMPro objects in the chain don't get the font/material swap.
I'm able to work around this for now by modifying LocalizeTarget_TextMeshPro_Label.cs to walk through the TMPro.linkedTextComponent chain when applying a new font or material. Thought I'd bring it up in case somebody else runs into this!
I believe we are using:
TextMeshPro: Release 220.127.116.117.1.0b12 (seems a bit old - August 2017?)
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TextMeshPro Linked Text Font/Material
3 months 1 week ago #3119
Can't you just add the Font or Material localization component to the linked TextMeshPro object? It doesn't have to be a secondary term, it can be the primary localization on the linked object, or you can make the Primary term "none" and have the same secondary term.