NGUI 3.9.2, Unity 4.6.8f1 (because Unity 5.x is !@#$% for the moment)
Test caseCreate an empty scene, insert a NGUI Input with a dynamic font.
Set an important font size, ~100
Launch and write some letters, UILabel will render an empty string at one moment.
This moment is when UIFont TextureAtlas is not enough big to store all requested glyphs.
So OnFontChanged is called while we are in NGUIText.WrapText().
This method refreshes UIPanel of every UILabel linked to the same Dynamic Font, including the one who triggers the OnFontChanged, so the current UILabel is rendered as en empty string and its mChanged value is set to false.
WrapText complete but mChanged = false, so the UILabel is not updated.
Temporary fix appliedI added this just after NGUIText.WrapText in UILabel.cs, line 1281.
Another fix would consist in modifying OnFontChanged handler and avoiding updating panel of current UILabel being processed.
Is it possible ArenMook ?