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
- Editor freezes with a StackOverflowException when certain asset types are assigned to a managed component in a SubScene via AddComponentObject
- Scale Snapping with Gizmos does not work in the Scene view when Snapping and Absolute Grid Snapping are toggled off
- Text Script Importer Reference button links to a Missing Page when clicking the Reference Button in the Inspector
- FrameTimingManager.GetLatestTimings adds background time to the next focused frame when the Player is unfocused
- PropertyDrawer gets disposed while still being active when adding a secondary component
Add comment