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TextMeshPro does not evaluate unicode fallback font when setting dynamic text?

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I'm using strings with unicode characters to show controller icons in tutorials. A string would be for example `"Hold \U00100a47 to run."`, where `\U00100a47` maps to a character in a **fallback font** that represents for example the action button on a controller. ![alt text][1] This works fine when I paste the string into the TextMeshPro UGUI component it in the Inspector, however it does not work when I set the string dynamically at runtime via myText.text = "Hold \U00100a47 to run."; If I do that, then the text will appear just like the string, with the unicode sequence appearing as plain text. ![alt text][2] What do I need to do to make TMP update the mesh and evaluate the unicode correctly? [1]: /storage/temp/188489-hold-to-run-correct.png [2]: /storage/temp/188490-hold-to-run-broken.png

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