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Shadow on POM not correctly applied
Use POM with of depth offset. Activate the contact shadow. We can see that the contact shadow. isn't affected by the POM and the res... Read more
[2D] NullReferenceException is thrown when cancelling Tile Palette creat...
How to reproduce:1. Open the user’s attached “Iso_RotationBug” project2. Drag the “IsometricDiamond” from the Project Browser to the... Read more
[Backport] MonoScript.GetClass returns null when the script contains a s...
Steps to reproduce:1. Open the “MonoScriptGetClassIssue” project2. Select Tools -> Type Interface Check in the Menu Bar3. Select ... Read more
UI Material becomes pink when used in the Build
How to reproduce: Open the attached project "IN-31243.zip" Build And Run the project Expected results: GUI is displayed in the Playe... Read more
Beat is inaudible while set to bigger value for around 45s when Beats Pe...
Steps to reproduce: Open the attached project Open the "OnAudioFilterRead_scene" Scene Press Play In the Game window adjust the BPM ... Read more
Inconsistent collision timing with continuous speculative collision dete...
Steps to reproduce:1. Open the attached user's project "PhysicsResponseTest-main.zip"2. Open "TestScene.unity"3. Ensure that the "Ki... Read more
SS Shadows on Pom are too sharp
Active SS Shadows. On a plane with parallax occlusion, the SS Shadows look too sharp. Maybe we need a parameter to smooth them Read more
Angular Diameter Scale for Softness artifact
In a new exterior HDRP scene I just create a plane and put a lit material on it. I notice an artifact between the two first cascades... Read more
Crash on core::basic_string<char,core::StringStorageDefault<char> >::bas...
Reproduction steps:1. Open the attached “repro-project“2. Load the “SampleScene“ scene (Assets/Scenes)3. In the Hierarchy window sel... Read more
[iOS] Wired headphones microphone is not recognised when listing all con...
Steps to reproduce: Open the attached project In the Build Settings switch to the iOS Platform In the Edit > Project Settings >... Read more
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