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When applying changes of UI prefab's disabled child, PosX and PosY value...
To reproduce this issue: 1. Open the attached project2. Open 'guiPrefabBug' scene3. Select 'Enabled' object in the hierarchy ( Canva... Read more
Audio memory usage is significantly higher in WP8.1 than WP8
Steps to reproduce:1. Download attached user's project2. Build and run it on device3. Measure used memory with detailed memory profi... Read more
Unity crashes when opening if GiCache is set to non-existant path
To reproduce:1) Create new project2) Plug in an external data storage device (USB flash drive or external HDD/SSD)3) Set GICache to ... Read more
After deleting the "Text" GameObject within a Button and using "Undo" th...
To reproduce this bug: 1. Open a new project2. Create a new UI GameObject "Button"3. Select the "Text" child GameObject and delete i... Read more
On DirectX9: The image in the UI canvas is not aligned precisely, with o...
To reproduce this issue: 1. Open the attached project2. Open 'TestScene'3. It has an UI Image in the right top corner4. In the scene... Read more
uGUI text input resets when tapped again on Windows Phone 8
To reproduce:1. Open attached project. It contains an input field2. Build & run for Windows Phone 83. Tap the input field. A key... Read more
Mecanim: Settings foldout on State Transition is not persistent
To reproduce:1. Open a project containing Animator with states2. Open the Animator window3. Click on any transition4. Fold out the S... Read more
Using a generic method that is unavailable in the .NET for Windows Phone...
To reproduce:1. Open repro.unitypackage2. It contains a scene and a script that calls System.Array.ConvertAll3. Build the scene for ... Read more
When the Input Field's text is changed by button's OnClick() event, it r...
To reproduce this issue: 1. Open the attached project2. Open the 'scene'3. It has an input field and a button, which changes input f... Read more
Removing state behaviour throws a warning during next play mode
Repro: 1. Add two states and add two simple state behaviours to them - like Debug.Log("hello"); etc2. Run the scene and check that t... Read more
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