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Status: Fixed in Unity 5.5.2

Votes

0

Found in

5.5.0f3

Issue ID

858645

Regression

Yes

Font created at runtime does not show up when added to Text

UI

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Priority: 2Necessary for shipping a final release

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Severity: 3Workaround is possible

Steps to reproduce:
1. Open the attached project (Vendor6.zip)
2. Open the Assets/ZZZTEST/_testPlayer.unity scene
3. Run Unity
4. Observe, that near the blood drop icon on the hud should appear the health counter, but it does not
5. In the Hierarchy dialog, select the hLabel (_testPlayer->Interface->hud->hCounter->hLabel)
6. Check Font in Inspector (font is created and set at runtime. Label.cs:44 -> _text.font = NM.Asset.GetFontCache ("lt/" + args [0].Trim (NM.IO.Path.SpaceChar)).GetFont();)

Expected result: Font created at runtime should show up
Actual result: Font created at runtime does not show up

Note:
Font is created in Font.cs (with BinaryReader)
Impossible to test in 5.3.x as System.IO.File' does not contain a definition for `WriteAllBytes'

Reproduced with: 5.5.0a1, 5.5.0f3, 5.6.0a6
Not reproduced with: 5.4.3p3
Regression introduced in 5.5.0a1

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