Search Issue Tracker
By Design
Votes
0
Found in
2021.3.48f1
2022.3.57f1
6000.0.36f1
6000.1.0b4
6000.2.0a1
6000.3.0a1
Issue ID
UUM-95651
Regression
No
The Fallback font does not get displayed when a fallback happens with the UIToolkit Label text
How to reproduce:
1. Open the “FontsFallback.zip“ project
2. Open the “SampleScene“
3. Make sure that you don't have a “Tifinagh“ font on a local machine
4. Observe the Game view
Expected result: Text “Text (UIToolkit): ⴷ ⵍⵍⵉⵖ ⵉⵍⵍⴰ “ displayed
Actual result: Text “Text (UIToolkit): □ □□□□ □□□□ “ displayed
Reproducible with: 2021.3.48f1, 2022.3.57f1, 6000.0.36f1, 6000.1.0b4, 6000.2.0a1
Reproducible on: macOS 15.2 (M4 Max) Windows 11 (24H2)
Not reproducible on: No other environment tested
Notes:
- Works with TMPro, where its setting file is referencing the “Tifinagh“ font as a Fallback font
- Reproducible in the Player
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
- Getting a deprecated package for JetBrains Rider pop up when opening or creating a project
- [Android] Volume level of the same audio file is different on Samsung Galaxy Tab A8 between 2023.3.0b3 and 2023.3.0b4
- ‘Expected end of value’ warning occurs when a property declaration includes five or more variable references
- Crash on BurstCompilerService::CompileAsync when entering Play mode in a specific scene
- InvalidOperationException when using Game Camera Preview in Scene window with a custom RenderGraph pass
Resolution Note:
The global fallback needs to be assigned. Here's some documentation on it: https://docs.unity3d.com/6000.1/Documentation/Manual/UIE-fallback-font.html
Here's a step by step on how to do so:
Right click > Create > TextCore > Text Settings
Assign the NotoSansTifinagh FontAsset to the FontAsset Fallback list of the TextSettings (Global Font Fallback)
Select the UI Document in the Hierarchy
Double click the PanelSettings used
Assign the newly created Text Settings