Search Issue Tracker
[WebGL] Client unable to free connections in NetworkServer when using We...
Reproduction steps:1) Open attached project "WebGL"2) Build scene "Main" for WebGL3) Enter play mode in the editor4) Host a server b... Read more
[WSA][IL2CPP] Infinite loop in Master x86 and Release x86 builds
Reproducible on 5.3.2p3 version. Repro steps:1. Build the attached project "BugReport.zip" to UWP IL2CPP build.2. Open output projec... Read more
[NetworkClient] MsgType.Disconnect is returned if connections times out ...
Steps to reproduce: 1. Open attached project2. Open scene "bug"3. Run it and wait until connection to non-existing server times out4... Read more
Custom font has wrong vertical alignment
Steps to reproduce: 1. Open attached project2. Open scene "Test"3. Scene contains two buttons, one which has text in Arial and other... Read more
Crashes when loading AssetBundle contains Sprite Mode Single image
How to reproduce:1. Open the attached project2. Open main scene3. Check unity-chan2000 sprite to be sure that its sprite mode is set... Read more
[WSA] Build and Run On option is greyed out selecting Universal 10 SDK
Impossible to select Build and Run on target, when Universal 10 SDK is selected. Repro image: https://oc.unity3d.com/index.php/s/w6q... Read more
Profiler shows that texture uses twice the amount of memory
To reproduce:1. Open the attached project2. Load the "test" scene3. Hit play4. Open Profiler window5. In the Profiler window, select... Read more
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask