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[Regression] Tree density value is ignored when painting trees
Steps to repro: 1. Open attached project and 't1' scene'2. Select 'Terrain' gameobject in the Hierarchy;3. Open 'Place Trees' tab in... Read more
Gameobject Snapping is not working in 2017.3.0b11 and 2018.1.0a5
Steps to reproduce:1. Open an empty project2. Enter some Snapping Settings3. Create a gameobject and try moving it while holding ctr... Read more
[iOS] Triggering BloomOptimized and MSAA properties results in artefacts...
The issue happens on some devices on all iOS versions. Steps:1. Build and Run attached project (TestDisplay.zip) for iOS2. In player... Read more
Curve not updated after component values are pasted
Steps to reproduce:1. Open attached “CurveValues.zip” Unity project2. Open “Test” scene3. Select “Renderer1” object in Hierarchy4. C... Read more
[Animation] GameObject Transform changes are not detected if it is contr...
To reproduce:1. Open project2. Open 'Scene'3. Select 'Root Object' in hierarchy, start recording animation4. Move 'Red' gameObject E... Read more
Render.Mesh performance has regressed in newer versions
Steps to reproduce:1. Download and open the attached project- Optionally, check Development Build for more in-depth info2. Build for... Read more
[Linux] Check for Updates does not produce Unity Editor Update Check window
Steps to reproduce:1. Open Unity editor2. Select Help -> Check for Updates Expected result: Unity Editor Update Check window appe... Read more
[iOS] Team ID field is not properly set in Xcode project until the 'Team...
Steps to reproduce: 1. Open Unity Editor2. Open 'Preferences/External Tools' window3. Under 'Xcode Default Settings' enable 'Automat... Read more
Undoing animator removal adds rotation to object
Steps to reproduce: 1. Open attached project2. Open scene "test"3. In hierarchy, select "MazeLowMan" and remove Animator component4.... 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
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- Crash on ExtractHandles when shutting down the Editor in a specific scene while Burst jobs are in progress
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