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ParticleSystem.Emit(params, count) missing floating help
ParticleSystem.Emit(params, count) missing floating help 1. What happened ParticleSystem.Emit(params, count) missing description in... Read more
ParticleSystem.Emit(params,count) ignores angularVelocity setting
ParticleSystem.Emit(params,count) ignores angularVelocity setting 1. What happened ParticleSystem.Emit(params,count) ignores angula... Read more
ParticleSystem.Emit(params,count) ignores axisOfRotation setting
ParticleSystem.Emit(params,count) ignores axisOfRotation setting 1. What happened ParticleSystem.Emit(params,count) ignores axisOfR... Read more
ParticleSystem.Emit(params,count) .position param generates all particle...
ParticleSystem.Emit(params,count) .position param generates all particles as one 1. What happened ParticleSystem.Emit(params,count)... Read more
Resizing UWP window in D3D projects spits D3D errors
It spams console with this: DXGI ERROR: IDXGISwapChain::SetMatrixTransform: This method can only be called on SwapChains created wi... Read more
[NewImageEffects] Improve corners breaks SSR when using material with me...
To reproduce: 1. Open attached project 2. Open ssrtestr scene 3. Select Main camera and enable Improve Corners on SSR script 4. Noti... Read more
Inspector displays Light Type as integer
To reproduce: 1. Add point light to scene 3. Notice that Light Type in inspector is displayed as integer Read more
Setting Selectable.colors allocates memory
Steps to reproduce: 1. Open attached project "SetColor.zip" 2. Open scene "repro" 3. Open "SetColorAlloc.cs" script and notice that... Read more
Derived NetworkManager with Awake method breaks NetworkManager if loadin...
Steps to reproduce: 1. Open attached project 2. Open NetworkTestWorking scene and play 3. Host and observe everything happening as... 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
- Main Camera rendering is being overwritten by a UI Camera when using multiple cameras with URP and the second camera's background type is set to "Uninitialized"
- VisualTreeAsset has significantly increased memory allocation size at runtime when the project is built with IL2CPP scripting backend
- NullReferenceException is logged when cancelling Shader Graph recovery of an already deleted Shader Graph
- White Edges appear during Camera movement in runtime when using FSR2 with Motion Vectors and Exposure enabled
- Lens Flare renders without occlusion when the light source is obstructed by solid objects when running on Android using OpenGL