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
- Crash on block_locate_free when rendering a specific scene
- A submenu disappears on MacOS when the MenuItem method argument "isVariableFunction" is set to "false" and priority argument is set to "-1"
- The Sprite Library Editor window has an incorrect order of Sprites when the Sprites are reordered and the order saved
- Tilemap Tiles do not get lit up unless the Light Range is greater than the distance between the position of the Tile before the transformation and the Light Source when the Tile is transformed with Tilemap.SetTransformMatrix method
- The Editor and "Reloading Domain" windows are frozen when entering Play Mode
Add comment