Search Issue Tracker
By Design
By Design in 2023.3.X
Votes
0
Found in
2020.3.39f1
2021.3.10f1
2022.1.16f1
2022.2.0b8
2023.1.0a10
2023.2.0a1
2023.3.0a3
Issue ID
UUM-14791
Regression
No
Different values received when using character.glyphHeight on Windows and macOS
How to reproduce:
1. Open the attached project
2. Enter Play Mode and in the Console window observe the Glyph height
Expected result: Glyph height is the same on Windows and macOS
Actual result: Glyph height on Windows is 55 on macOS it’s 57
Reproducible with: 2020.3.39f1, 2021.3.10f1, 2022.1.16f1, 2022.2.0b8, 2023.1.0a10
Reproduced on: macOS 12.4 (Intel) and Windows 11
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Resolution Note:
In this project, the font's Rendering Mode is set to OS Default. This means that depending on the platform, the glyph may look a bit different, explaining the glyph height difference between Windows and Mac. More information here: https://docs.unity3d.com/ScriptReference/FontRenderingMode.OSDefault.html
Resolution Note (2023.3.X):
In this project, the font's Rendering Mode is set to OS Default. This means that depending on the platform, the glyph may look a bit different, explaining the glyph height difference between Windows and Mac. More information here: https://docs.unity3d.com/ScriptReference/FontRenderingMode.OSDefault.html