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Unnecessary GC pressure in editor when querying for a component that doe...
Using this.gameObject.GetComponent<>(); uses much more memory if you are searching for the component that does not exist on that spe... Read more
TextMesh normals & dynamic batching issue
Dynamic batching does not work correctly with TextMesh shader - if dynamic batching is enabled rotated text is not rendered correctl... Read more
[SubEmitters] Invalid AABB aabb error on particles with SubEmitters and ...
Particle system throws errors when using sub emitters and "prewarm" is checked. Repro steps: 1. Open Mixed scene from attached proj... Read more
[Batching] Particles with nested particles which are using a different m...
Particle batching breaks if a particle's nested particle (be it a sub emitter or just a child) is using a different material. Repr... Read more
Code fails to compile due to order of the methods
Code does not compile if one method is below other method even though there is no direct calls between those two methods. Steps to ... Read more
Removing a script from the execution order manager changes the value of ...
Steps to reproduce: 1. Open attached project. 2. Go to Edit -> Project Settings -> Script Execution Order. 3. Select "Script2"'s val... Read more
Error when building player: "Trying to align type data before anything h...
-e: see title, build succeeds and I didn't see an issues with the build -repro: --create new project --import the unity standard as... Read more
[DX12] Particle batching does not work on DX12.
Particle batching does not work in DX12. Repro steps: 1. Open editor in DX12 mode (in command prompt "...\Unity.exe -allow-d3d12") ... 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
- [VFX Graph] Base Color Map Inconsistency between Lit and Unlit Ouput
- [HDRP] Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled
- [VFX Graph] Emissive isn't working with Decal output
- Gizmos are not drawn in Game view and Render Graph Execution errors are shown when stacked Overlay Camera is used and 'Compatibility Mode' is disabled
- Crash on WalkTypeTreeInternal when selecting the Texture of a specific FBX