Search Issue Tracker
ShaderForge PrePass shaders use wrong keyword in 5.0
Shaders for deferred lighting made with ShaderForge use HDR_LIGHT_PREPASS_ON keyword instead of UNITY_HDR_ON. Resulting in lighting ... Read more
Shaders: unknown #pragma lines produce confusing/wrong warning line numbers
Unrecognized #pragma statements in shaders are reported on wrong lines. E.g. add a "#pragma foo" in shader line 11 -> it is repor... Read more
Sprite mesh is visible when selecting parented sprites
- Open scene SpriteMeshVisibleOnSelection in the attached project- Select gameobject Child1 and Ctrl+select Parent in HierarchyNotic... Read more
Transparency and baked light maps broken again
Shader warning in 'Tessellation/Bumped Specular (smooth)': texcoord2 missing from surface shader's vertex input struct (appdata), di... Read more
Unity crashes when opening scene after project upgrade from 4.6 to 5.0
- Open a scene in the attached project- Move any object in the scene- Save the scene and close the editor- Reopen the Editor. The pr... 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
- Memory leak occurs when focused on Player while using Direct3D12
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing