Search Issue Tracker
Fixed in 2022.2.X
Votes
0
Found in
2020.3
2020.3.33f1
2022.1
Issue ID
1425287
Regression
No
Text is not displayed in builds when setting different fonts for different languages using GameObjectLocalizer
Reproduction steps:
1. Open the attached 'LocalizationBugReport' project
2. Open the 'SampleScene'
3. Go to the 'Window -> Asset management -> Addressables -> Groups'
4. 'Build -> New build -> Default build script'
5. In the main menu bar go to the 'File -> Build settings -> Build and Run'
Expected result: Text is displayed under the 'With different fonts' label
Actual result: Text is not displayed when different fonts are used for different languages
Reproducible with: 2020.3.34f1, 2022.1.0b2, 2022.1.1f1
Not reproducible with: 2022.2.0a1, 2022.2.0a13
Could not test with: 2019.4.39f1 (compile errors), 2021.3.3f1 (infinite asset importing)
Reproducible on: macOS 11.6 (Intel)
Notes:
- Issue is not reproducible in the Editor
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2022.2):
Fixed in 2022.2.0a1