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In Profiler Window Memory tab, 'ProfilerSession' shows very high memory ...
How to reproduce: 1. Create a new Unity project 2. Open Profiler Window 3. Enter Play mode and wait until the whole Profiler window... Read more
Incorrect distance is returned when using EventSystem.RaycastAll
To reproduce: 1. Open project 2. Play 'TestScene' 3. Open console 4. Notice that raycast distance is 0.8 when the expected distance... Read more
[WebGL1.0] Assets streamed with WWW.texture are Blurry
Images loaded at run-time using WWW.texture are blurry in Microsoft Edge browser or Safari. Steps: 1. Build and Run user's attached... Read more
[iOS] Keyboard is opened with input field using TouchScreenKeyboard.hide...
To reproduce: 1. Open attached project "Temp.zip" 2. Open "Scene.unity" scene 3. Build for iOS 4. Deploy the Xcode project to iOS de... Read more
Editor crashes on mono_add_process_object or closes on CheckDisalowAlloc...
How to reproduce: 1. Open attached "Hostage Situation" project 2. Enter Play Mode 3. Click left mouse button in Game View Expected ... Read more
Daydream Angular Acceleration is showing incorrect values
Steps to reproduce: - Load the attached project - Open the XRNodePhysicalTryGets scene - deploy to Daydream Expected: The physical ... Read more
Editor freezes when saving scene
Steps to reproduce: 1. Download attached project 2. Open scene "Village" 3. Make any changes in the scene 4. Save scene Expected re... Read more
ParticleSystem doesn't respect the LocalScale scaling mode
How to reproduce: 1. Open the user-submitted Project and open the "Test" scene 2. Enter Play mode 3. Press 1 on the keyboard and obs... Read more
[Linux] Unity Game View Glitch in ML-Agents
To reproduce: 1) Download MLAgents ( https://github.com/Unity-Technologies/ml-agents ) 2) Open it and "3DBall" scene inside of it 3)... 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
- Behaviour.isActiveAndEnabled desyncs when checked from a sibling component during OnEnable/OnDisable
- "ArgumentOutOfRangeException" and UITK is rendered incorrectly when building in WebGL with Native C/C++ Multithreading enabled
- Changing Transform.position.z per-frame should not affect Rigidbody2D interpolation.
- Cancelling a build during "Incremental Player Build" step returns wrong BuildReport result
- Log “Found 1 leak(s) from callstack:“ is present in Editor when Leak Detection Level is set to "Enabled"