Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2019.4.X, 2020.3.X, 2021.1.X
Votes
0
Found in
2019.4
2019.4.22f1
2020.3
2021.1
2021.2
Issue ID
1326270
Regression
No
GUILayout.Toolbar middle buttons use a different font than outer buttons
Steps to reproduce:
1. Create/Open any Unity project
2. Open Window -> Rendering -> Lighting Window
3. Open Window -> Analysis -> IMGUI Debugger
4. Select Lighting Window as Inspected View in IMGUI Debugger
5. Check the assigned font of "Toolbar (LargeButtonLeft)", "Toolbar (LargeButtonMid)", "Toolbar (LargeButtonRight)"
Expected result: All of the buttons use the same font and there is no visual difference between mid and outer button text
Actual result: Inner and outer toolbar button text font looks slightly different, "Toolbar (LargeButtonMid)" has an assigned font while "Toolbar (LargeButtonLeft)" and "Toolbar (LargeButtonRight)" do not have an assigned font
Reproduced with: 2019.4.23f1, 2021.2.0a12
Note: this affects all GUILayout.Toolbar instances in the editor where the toolbar has 3 or more buttons (Lighting Window, Light Explorer Window, Navigation Window, Occlusion Culling)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Input Field ignores first keyboard input when calling Focus() from code
- GC Alloc when using Graphics.RenderMeshInstanced
- [VFX Graph][URP] VFX crashes on URP when dragging VFX asset to the Hierarchy window
- InvalidOperationException when using AsyncGPUReadback.RequestIntoNativeArray
- Generated Entities look different when Depth Priming Mode is changed
Add comment