Search Issue Tracker
Active
Under Consideration for 2022.3.X, 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X
Votes
1
Found in
2022.3.61f1
6000.0.48f1
6000.1.1f1
6000.2.0a10
6000.3.0a1
Issue ID
UUM-104237
Regression
No
Incorrect Preferred Height calculation when a single text line uses different Font Assets
Reproduction steps:
1. Open the attached “IN-99300.zip” project
2. Open the “Test” Scene
3. Observe the Game view
Expected result: All of the text has the correct height and is fully shown
Actual result: Text fields above the “x” symbol have incorrect height and have “…” written instead of text
Reproducible with: 2022.3.61f1, 6000.0.48f1, 6000.1.1f1, 6000.2.0a10
Reproducible on: Windows 10 (User reported), Windows 11
Not reproducible on: no other environment tested
Notes:
- Does not reproduce if the Fallback Font is selected as the main Font Asset
- Issue reproduces when a single text line contains at least two different TMP SubMeshUI components (e.g., mixed SDF fonts or FallbackFontAssets)
- Layout likely fails due to incorrect aggregation of Ascender/Descender/LineOffset metrics from these different components
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Assigned font's bold/font-weight styles render using Default Font's assets when Default Font has corresponding style assets defined in TMP Settings
- "Modifying the parent of a VisualElement while it’s already being modified is not allowed" error is thrown when entering text and pressing tab in the Search window
- Mesh colliders are not updating their positions of bounds correctly
- Images are missing from the "Open the sprite editor" documentation for 6.0, 6.1 and 6.2
- The previous element in the array is modified when assigning an Asset to a new element of AssetReferenceT
Add comment