When you do the steps in that order, then Unity gets confused and seems to wipe out all the glyphs of BOTH instances of that font from then on (i.e both the one from the Resources and the one from the OS). loading "Arial bold" when "Arial" was loaded in step 1.)ģ: The font from step 2 (DynamicFontFromOSFont) gets rendered into some text.Ĥ: The font from step 1 (From the Resources or Asset file) gets rendered into some text. CreateDynamicFontFromOSFontĬan break fonts that are also in a Resource/Asset file if these steps happen in this order:ġ: Unity loads a font from Resource or Asset files, but hasn't had any occasion to draw anything in that font yet.Ģ: Using Font.CreateDynamicFontFromOSFont(), You create another Font instance that is for a font the same font family as the one from step 1 above (i.e. I could be wrong about the cause, but I've barked up a lot of wrong trees already trying to find other possible causes before settling on what I'm about to describe below as what I think is the cause of it.įont.
This problem is weird and what I've learned so far is from a few weeks of on/off trial and error and experimentation.
#UNITY USE SEGOE UI FONT MODS#
I'm coming across what I think is a bug in Unity's font system that makes it hard for me to "be nice" to other mods and not break them.