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BackBuffer alpha channel is always set to 1 on android devices
Alpha channel BackBuffer is always set to one on android devices from Unity 4.3 Read more
[Texture2D] Texture2D.ReadPixels() fails if RenderTexture has anti-alias...
There is a camera which renders to a RenderTexture. If this RenderTexture has anti-aliasing set Texture2D.ReadPixels results into an... Read more
[Package Manager] HDRP template loses its packages when downloaded from ...
How to reproduce: 1. Create HDRP template project 2. Push project to Collab 3. Download it from Collab Reproducible with: 2018.3.2f... Read more
Error message - Asset import did not unload metadata path. This will lea...
Reproduction steps: 1) Add a model to a project, or open the attached project 2) Click the model (Rio) in the project window 3) Cli... Read more
Blendshapes do not update normal directions
Imported normals/tangents in meshes with blendshapes do not update when the mesh is blended, resulting in bent normal directions. If... Read more
[Regression] Crash in GfxDevice::SetRenderTargets caused by GrabPass{} i...
1. Open QA stripped project 2. Open scene 3. Switch to android or iOS platform -- CRASH Reproduced on: 5.6.1p2, 2017.1.0b6, 2017.1.... Read more
Slow, system-crippling startup of D3D11 players with DisplayPort monitors
1) Locate a machine with an NVIDIA graphics card where the monitor is connected via a DisplayPort connection. 2) Build a Windows Sta... Read more
Memory leak if only one display device is connected when game is using m...
How to reproduce: 1. Open the "DisplayProject_New" project 2. Open the "scene" scene 3. Make sure your computer has only one display... Read more
[Shadows] Shadows on game object intersection are not affected by Blur R...
Reproduction steps: 1. Open attached Unity project. 2. Open "scene" scene. 3. Open "Assets > CustomLightmapParameters" and change "B... Read more
Text is not aligned correctly when using custom font
Reproduction steps: 1. Open attached project 2. Open scene "FontText" 3. Notice that text is no aligned correctly when using custom ... Read more
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