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[DX11/MT] Enabling GPU profiler on DX11 players crashes player in "GfxDe...
Enabling the GPU profiler targeted at a Jobified player running in DX11 crashes the player. Does not reproduce with DX12. Expected: ... Read more
[Mecanim] Write defaults locks non-animated properties
Steps to reproduce:1) open users attached project2) scene 'MoveRecTransform'3) select 'Canvas' from hierarchy and open animator wind... Read more
LoadSceneAsync stalls when using sbar assets
Steps to reproduce:1. Download and open attached project "sbar loadSceneAsync test.zip"2. Open and play scene "_Project/Scenes/GUI"3... Read more
Instantiating fixed joint crashes at physx::EdgeChangeManager::cleanupEd...
Steps to reproduce: 1. Open attached project2. Open scene "enemies"3. Run it4. Unity crashes at physx::EdgeChangeManager::cleanupEdg... Read more
[Android] IL2CPP Crash on Galaxy Note 2
Apps built with IL2CPP crashes immediately on Samsung Galaxy Note II Read more
[Android] Simple scene crashes on MiPad
Simple scene with few sprites crashes on Xiaomi Mi Pad Read more
Unity ads crash on android
Reproduction steps:1) Open attached project.2) In services window turn on ads.3) Build and run. DUT:Google Nexus 4 - Android 5.1.1Sa... Read more
Creating asset through CreateAsset with HideFlags.HideAndDontSave throws...
Steps to reproduce: 1. Open attached project2. In top menu, go to "Window -> ScripableObject Editor"3. In input field enter some ... 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
- Text render issues and various exceptions in TextCore when using TextSettings option "Match Material Presets"
- NullReferenceException error is thrown when unpacking multiple instances of the same UI Document
- URP Decal Projectors don't render when they are hidden in the Hierarchy, unlike other GameObjects
- Reflection Probe “adjusting number of stops to over or under expose the texture” setting does not update in Scene realtime
- UI Toolkit rendered text breaks when toggling FontWeight styles through code