Beta 21 Rich Text + Other Issues

Hello everyone,

We’ve been developing with Unity 4.6 for quite some time now, and we recently jumped from beta 19 to beta 21. So far the biggest issue we’re having is with rich text that uses the tag. When part of a UI.Text specifies, for example, <size=50>text, the “text” between the tags maintains a point size of 50 regardless of CanvasScaler. I assume this is an issue caused by the introduction of this new script.

Currently, our game uses a reference resolution and ScaleMode.ScaleWithScreenSize, meaning we’ve designed and implemented the game for a specific resolution, after which the entire game is scaled uniformly to fit any device’s screen (matching height). However, when our main canvas scales down to fit a given screen, the “text” being sized maintains a point size of 50 relative to the current screen; it’s not scaled down like normal text. Has anyone else seen this issue? Is this a legit bug with beta 21, or is there a new setting I’ve missed that allows you to specify whether 'd text will scale with its canvas? For the record, this was working fine before.

Our only idea currently is to make a script that will manually multiply any tags that it finds by the root canvas’s scale at run-time, but that would be a waste of time if this is fixed in the next beta release.

Some other small issues we’ve had:

  • A few seemingly random Image components losing their Sprite reference.
  • A few incorrectly sized sliced Images (acting as if their sprite’s pixels-per-unit were something other than 100)

Thanks for any help or advice!

Could you report a bug on this? This is something we should get fixed.

Sent in a bug report earlier today, with example project just in case.

Is this still an issue in the latest Unity 5 beta? I never saw a fix in 4.6.