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 184.108.40.2067.1.0b12 (seems a bit old - August 2017?)
The administrator has disabled public write access.
TextMeshPro Linked Text Font/Material
1 month 2 days ago #3119