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Fix In Review for 2022.3.X, 6000.0.61f1
Fixed in 6000.2.9f1, 6000.3.0b7, 6000.4.0a2
Votes
1
Found in
2022.3.61f1
6000.0.48f1
6000.1.1f1
6000.2.0a10
6000.3.0a1
6000.4.0a1
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
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Resolution Note (fix version 6000.4.0a2):
Fix incorrect preferred height calculations when using multiple fonts
Resolution Note (fix version 6000.3.0b7):
Fix incorrect preferred height calculations when using multiple fonts
Resolution Note (fix version 6000.2.9f1):
Fix incorrect preferred height calculations when using multiple fonts
Resolution Note (fix version 6000.0.61f1):
Fix incorrect preferred height calculations when using multiple fonts
Resolution Note (fix version 2022.3):
Fix incorrect preferred height calculations when using multiple fonts