Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
2017.3.0f3
Issue ID
1017006
Regression
No
[iOS] Font.GetOSInstalledFontNames returns incorrect list of the installed fonts when it's called with a delay
To reproduce:
1. Open user's attached project
2. Build it for iOS and run on the device
3.
A. If the text turns green you'll see Font.GetOSInstalledFontNames is called immediately and Unity returns the expected list of fonts.
B. If the text turns red you'll see Font.GetOSInstalledFontNames is called after a short delay and Unity returns an incorrect list of fonts, which only has one entry.
4. If the text won't turn red (reproduce the bug) - kill the application and open again
Expected behavior: Font.GetOSInstalledFontNames shouldn't depend on the time when it's called
Reproduced with: Unity 2017.1.3p2, 2017.2.2p2, 2017.3.2f, 2018.1.0b12, 2018.2.0a6
Device: iPhone 8 iOS 11.0
Not reproducible with: Samsung Galaxy Note 8
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
Add comment