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Won't Fix
Votes
0
Found in
2018.2.0a3
2018.2.0f2
Issue ID
1059815
Regression
Yes
Font.HasCharacter returns false for many language specific characters
How to reproduce:
1. Open the attached project (InputFieldTestDetailed) and open SampleScene
2. Enter Play Mode
Expected result: all characters displayed on the screen are supported
Actual result: some characters are displayed to be not supported
Reproducible with: 2018.2.0a3(a618e4), 2018.2.0f2, 2018.3.0a5
Not reproducible with: 2017.1.4p2, 2017.2.3p2, 2017.4.7f1, 2018.1.9f1, 2018.2.0a2
Notes:
The 'Noto' font used in this project supports all languages
All 'unsupported' characters are displayed in the Console window along with their int32 values
Comments (4)
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_eternal
Aug 01, 2022 16:49
Pretty funny to see "won't fix" as a resolution for a bug without any explanation given.
I found a workaround for my use case by creating a TMP text asset and setting it to static (not dynamic) so that the characterTable would be generated beforehand. Then I compared the chars in characterTable against my own list of valid characters to figure out if they were valid.
But there is clearly an actual bug here, and this "resolution" means that Font.HasCharacter is pretty much useless. Hopefully this comes up on google search so that other people won't waste time troubleshooting a non-functional method.
Lad-Ty
Jan 15, 2019 22:16
Huh? I just found out about this, and do not understand why this is marked as won't fix? It limits our Chinese players quite significantly. We have to do some validation, if an entered char is supported to be displayed, with this broken it filters out many valid characters.
Lad-Ty
Jan 15, 2019 22:16
Huh? I just found out about this, and do not understand why this is marked as won't fix? It limits our Chinese players quite significantly. We have to do some validation, if an entered char is supported to be displayed, with this broken it filters out many valid characters.
Crazycoyote
Nov 05, 2018 03:53
why not fix?