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Allocated memory is not cleared when loading and unloading scenes
How to reproduce: 1. Open the attached project ("case_1275751-Memory-Test.zip") 2. Open a profiler window 3. Make a Standalone Devel... Read more
[IL2CPP] Build fails when compiling a struct with a long array inside it
Repro steps: 1. Open QA attached project "repro_1173310" 2. Make sure scripting backend is set to IL2CPP 3. Build the project Actu... Read more
Android Install Location changes when Exporting Project
Reproduction steps: 1. Open the attached project “BugRepro” 2. Open “Build Settings > Player Settings > Other Settings” and change... Read more
Project failing to Build with Baked Lighting across multiple Additive Sc...
To reproduce: 1. Download attached project "LightingDataAssetBugRepro.zip" and open in Unity 2. Open "23_LightingRepro" scene 3. Bu... Read more
[URP] Particles are flickering when in Play Mode
How to reproduce: 1. Open the attached project "Mesh Particle System bug.zip" 2. Enter Play Mode 3. Turn on VSync 4. Observe the Gam... Read more
[Android] URP Project crashes when built on a device with PowerVR Rogue ...
How to reproduce: 1. Create a new URP project 2. Switch the build target to Android 3. Build and Run on an Android device 4. Ens... Read more
Addressables.DownloadDependenciesAsync always returns AsyncOperationHand...
How to reproduce: 1. Open user-submitted project (addressables-task-null.zip) 2. Open the SampleScene 3. Enter Play Mode 4. See the ... Read more
ScriptableRuntimeReflection allocates 17 Bytes of GC per frame
Steps to reproduce: 1. Create a new project 2. Open the profiler window 3. Enter Playmode Expected result: no GC allocation from Sc... Read more
Shader variant build preparation does not scale
When building shaders Unity enumerates through all possible shader variants to be able to strip the excess variants using scriptable... Read more
Occlusion does not work when scene is loaded from an Addressable
Steps 1) open project ( UUM_10842_MinReproV5 ) 2) File > Build settings > Build player > Select Android > Click Switch platform 3... Read more
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Graphics.DrawProcedural doesn't work like in DX11 when used with DX12
- [Quest 2] Running Entities Graphics/BatchRendererGroup under Vulkan results in a frame rate drop compared to OpenGLES 3 and causes Tile Binning to cost more
- Filters dropdown: Window doesn't rescale on items collapse
- Sprite Preview is broken when the Sprite is too tall or too wide
- Objects are invisible in Scene view when using Wireframe Shading Mode