Search Issue Tracker
Fixed
Fixed in 6000.2.0a5, 7000.0.0a20
Votes
0
Found in
2021.3.44f1
2022.3.47f1
6000.0.21f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-82585
Regression
No
FontEngine.LoadFontFace fails with Invalid_File_Path when the file path contains Turkish characters
How to reproduce:
1. Open the attached “BugReport.zip” project
2. Open the “SampleScene”
3. Enter Play Mode
4. Observe the Console window
Expected result: Font loads successfully from file path
Actual result: Font does not load, console logs “Invalid_File_Path”
Reproducible in: 2021.3.44f1, 2022.3.47f1, 6000.0.21f1
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
Note: FontEngine.LoadFontFace(new Font("path")) works as intended, but FontEngine.LoadFontFace("path") does not
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 7000.0.0a20):
LoadFontFace now loads correctly when using a path with special characters.
Resolution Note (fix version 6000.2.0a5):
LoadFontFace now loads correctly when using a path with special characters.