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Personal License cannot be activated in 5.4.0b10 online
We cannot activate Personal License in 5.4.0b10 online. How we can reproduce it using the example you attached0. Disable all Unity L... Read more
il2cpp allocates managed memory where Mono doesn't
il2cpp allocates managed memory where Mono doesn't If the attached project is run on iOS, once with Mono and once with il2cpp. Depen... Read more
Animation playback should stop when clicking to change current frame
Animation playback should stop when clicking to change current frame. Repro:- Select any game object with animation.- Press on the p... Read more
Memory Profiler crash when taking snapshot in il2cpp::vm::MemoryInformat...
How to reproduce: 1. Open attached Xcode project2. Deploy to device3. Go through the menus until the in-game 3d section- The crash h... Read more
SyncListStruct does not synchronize on NetworkBehaviour instantiation
How to reproduce: 1. Open attached project2. Build project to Standalone and run3. Host a server on the Standalone player4. Click th... Read more
[2D] Sprite in Polygon mode disappears at lower Max Size settings
Sprite in Polygon mode is not fully rendered at lower Max Size settings - load project- select LF_Tile_Orange- open the Sprite Edito... Read more
[VSTU] Thread debugging crashes Unity
Workaround: Disable Exception support in VS------------------------------------Caused by issue on VSTU side. 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
- Duplicate External Textures start appearing when a Texture created with "CreateExternalTexture" is modified causing Memory Usage spikes on VisionOS
- Silent crash when using a "Blend Shape" in a "Skinned Mesh Renderer" to move vertices to Vector3.positiveInfinity, and "Occlusion Culling" is baked
- Some Prefab Source and Override content bounds are misaligned
- The Package Manager's "install packages by..." panels break when Domain Reload is triggered, and the panel is open
- Crash with multiple stack traces when leaving a docked VFX Graph open