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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

  1. 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

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