Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.28f1
2021.2
2022.1
2022.2
Issue ID
1403395
Regression
No
[Text] [Font Rendering] GlyphHeight metric differs between Windows and macOS
Reproduction steps:
1. Open the attached "FontBug.zip" project
2. Enter Play mode
3. Observe the Console
Expected result: The logged GlyphHeight is the same on Windows and macOS
Actual result: "GlyphHeight: 55" is logged on Windows but "GlyphHeight: 57" on macOS
Reproducible with: 2019.4.36f1, 2020.3.29f1, 2021.2.12f1, 2022.1.0b8, 2022.2.0a5
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note (2022.2.X):
This is expected, Using our built in font wont always load the same font as we do tricks to try and reduce the memory requirements of having any font at runtime.