Search Issue Tracker

In Progress

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

  1. Resolution Note (fix version 6000.4.0a2):

    Fix incorrect preferred height calculations when using multiple fonts

  2. Resolution Note (fix version 6000.3.0b7):

    Fix incorrect preferred height calculations when using multiple fonts

  3. Resolution Note (fix version 6000.2.9f1):

    Fix incorrect preferred height calculations when using multiple fonts

  4. Resolution Note (fix version 6000.0.61f1):

    Fix incorrect preferred height calculations when using multiple fonts

  5. Resolution Note (fix version 2022.3):

    Fix incorrect preferred height calculations when using multiple fonts

Add comment

Log in to post comment