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[Addressables] Static bundles are modified if their naming is "Use Filen...
Reproduction steps: 1. Open the attached project “AddressableUpdate“ 2. Open Window > Asset Management > Addressables > Groups 3.... Read more
.obj model scanned with Matterport camera does not import correctly, tak...
How to reproduce: 1. Open any project 2. Import "UserSubmitted.obj" model 3. Wait for the importation to complete (takes about 15 m... Read more
"UNet" word in error message
How we can reproduce it using the example you attached 1 Open attached project Actual result: 3 errors appear in Console (expected)... Read more
The error of Null reference appears when changing Color gradient for the...
To reproduce: 1. Open attached project 2. Press on E-Star in the hierarchy 3. Press on Start Color and change the gradient Actual r... Read more
Could building fails when reserved field names are used, but build in ed...
Steps to reproduce: 1. Download "863213 repro.zip" 2. Enable Collab for the project 3. Publish the changes 4. Enable cloud build for... Read more
WaitForEndOfFrame is not executed when using the Editor frame-step
Reproduction steps: 1. Open the attached project "DebugUpdateOrder.zip"; 2. Open the example scene; 3. Enter a play mode and observe... Read more
[Editor] Unity crashes ticking "Require ES3.1" or "Require ES3.1+AEP"
When ticking "Require ES3.1" or "Require ES3.1+AEP" with OpenGLES3 API on Android Player, unity crashes. 1. Open project. 2. Switch... Read more
[2020.3] Selection in the Timeline window is slow when the Device Simula...
How to reproduce: 1. Create a new project 2. Open the Device Simulator window 3. Open the Timeline window 4. Left-click and drag the... Read more
Performance decrease in EditorOverhead using Deep Profile
Reproduction steps: 1. Open the 2017.4 Project attached in the original case description (the archive size is over 5gb). 2. Go to 'W... Read more
[WebGL] User-Agent header is not unguarded when using UnityWebRequest
How to reproduce: 1. Open the attached project's Scene labeled "SampleScene" 2. Make a build for WebGL 3. Host the WebGL build 4. Op... Read more
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