Search Issue Tracker
Fixed
Fixed in 2023.3.0b5
Votes
0
Found in
2021.3.31f1
2022.3.10f1
2023.1.16f1
2023.2.0b12
2023.3.0a8
Issue ID
UUM-52191
Regression
No
Glyphs are not loaded from Addressables when using the UI Toolkit
How to reproduce
1. Open the user’s attached “GlyphDemo.zip” project
2. Enter “SampleScene” Scene (Assets > Scenes)
3. Enter Play Mode
4. Press the second “Show Glyph” button under “UITK”
5. Observe the result
Expected result: A cloud emoji appears
Actual result: Text of cloud emoji appears
Reproducible with: 2021.3.31f1, 2022.3.10f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a8
Reproduced on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes:
- reproducible with Addressables 1.19.19, 2.0.3
- reproducible in the Editor and Standalone Player (macOS)
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note (fix version 2023.3.0b5):
As for UITK support for addressable. It can be achieved by setting the defaultSpriteAsset in the TextSettings. In which case, the following syntax can be used: <sprite index = XX >
Alternatively, if a defaultSpriteAsset is already assigned, it is recommended to add the new SpriteAsset to the defaultSpriteAsset fallback list. In which case, the following syntax can be used" <sprite name=\"NameOfSprite\">