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Fixed in 2019.1.X

Fixed in 2018.3.X

Votes

68

Found in

2017.1.0f3

Issue ID

930798

Regression

No

[Windows] Editor uses OS locale settings (i.e. commas instead of dots in float inspector fields) with Experimental .NET 4.6

Themes

-

Setting the Project to use the new Experimental .NET 4.6 support apparently results in the Editor using the OS's Locale for formatting. In case of a non-English Locale this results in a mixed English/non-English Editor experience, specifically noticeable when commas are used for decimal separation.

Steps to reproduce:
1. [Change Locale setting to non-English]
a) Open Start menu and type Region
b) In an opened window select Formats tab
c) Select any non-English format, that uses commas instead of dots for decimal separation (for example, German (Germany))
d) Apply, close the window
2. Open attached project "Locale bug.zip"
3. Open scene "test" and select "RandomObject" from Hierarchy
4. Take a look at Component "Number Test"

Expected behavior: for float number "Random float" dots are used for decimal separation.
Actual behavior: for float number "Random float" commas are used for decimal separation.

Reproduced with: 2017.2.0b2, 2017.1.0f3.
Not reproduced with: 5.6 (no Experimental .NET 4.6 feature).

Comments (30)

  1. mikelortega

    Nov 12, 2018 14:44

    I think it should also be fixed in the 2018 cycle, since .Net 3.5 is considered legacy.

  2. Dakor

    Oct 10, 2018 15:04

    omg. just stumbled across this Issue... switching to .Net 4.6 resulted in most of our objects being spawned 10.000 times too big, I quickly came to the conclusion that it must be decimal bug and then I found this post.
    How can this not be fixed already?
    Event Builds are affected, float.Parse becomes totally useless without using CultureInfo

  3. iamarugin

    Oct 10, 2018 10:39

    I don't understand how QA misses this kind of bugs every release.

  4. poa123

    Oct 09, 2018 23:47

    Here too :(

  5. Dasky14

    Oct 03, 2018 14:43

    This completely breaks my ShaderGraph shaders, and requires me to make an editor script to change it every single time unity starts up.

    You can read more about it here too: https://www.patreon.com/posts/20285845

  6. Boblakk

    Sep 28, 2018 14:53

    Issue is a show-stopper for ShaderGraph in 2018.2.7f1.
    I can't understand why this is not fixed yet...

  7. Vincent13122

    Sep 26, 2018 10:20

    Yeah, same problem here. I emailed them about it and they said it will be fixed in 2019.1!

  8. Immu

    Sep 24, 2018 12:51

    Furthermore, net.4.6 is not experimental anymore. That would really be the time to do something about it.
    It affects timeline, shader graph... Kinda problematic :/

  9. Zehir_

    Sep 15, 2018 14:49

    Still not fixed on 2018.3.0b1

  10. Immu

    Sep 10, 2018 16:38

    2018.2.7f1
    Breaking my shader graphs on each update...
    Any fix plans ? Is 38+ votes not enough @_@ ?

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