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Draw call batching does not work when using identical Sprite Renderers i...
Reproduction steps: 1. Open the attached “SpriteBatch.zip” project 2. Enter the Play mode 3. Open the Profiler (Window > Analysis > ... Read more
[Player Settings] [Android] [Publishing] - Key Store Password and Key Al...
*+Description+* It's not possible to set the key store pass and key alias pass for Android build profiles. It shows up as disabled ... Read more
[Player Settings] [Common] [Shader Variant Loading Settings] - Shader ch...
*Steps to reproduce:* 1. Open File > Build Profiles 2. Create a build profile and add a player settings to it (press Customize... Read more
[Player Settings] [Common] [Rendering] - Lightmap Encoding should be cha...
*Steps to reproduce:* 1. Open Build Profile window (File > Build Profiles) 2. Create a build profile and add a player settings... Read more
The Package Manager gives inconsistent search results and shows errors i...
How to reproduce: 1. Create a new empty project 2. Add the following package to “My Assets”: [https://assetstore.unity.com/package... Read more
Read/Write error is thrown when making an AsyncGPUReadback request to a ...
How to reproduce: 1. Open the “IN-77561_repro“ project 2. Open the “SampleScene“ 3. Enter Play Mode 4. Observe the Console E... Read more
Build Target Extension is using BuiltTarget.ToString() instead of NamedB...
BuiltTargetExtensions and QualitySettings API are excluding/including platforms by string There might be a missmatch between what... Read more
NativeArray can not be accessed when making a second AsyncGPUReadback.Re...
How to reproduce: 1. Open the “IN-77552_repro“ project 2. Open the “SampleScene“ 3. Enter Play Mode 4. Observe the Console Ex... Read more
Windows/My Assets: pasting text in search bar using CTRL+V shortcut does...
How to reproduce: 1. Create a new empty project 2. Open the Package Manager (Window → Package Manager) and navigate to "My Assets"... Read more
[AsyncLoadInEditor][StreamingInEditor] The Material Variant is rendered ...
How to reproduce: 1. Open the “MaterialVariantTextureStreaming“ project 2. Open the “TestScene“ 3. Expand the “Cliff_03_Prefab > ... Read more
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