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GI Scene Modes Not Fetching Visualization Data After Quitting Play Mode
If the scene visualization mode is changed to any other Global Illumination view mode, then visualization data disappears after ente... Read more
Setting color alpha to NaN causes alpha value bar to go out of bounds
Reproduction steps:1. Open attached project (AlphaValue.zip)2. Open "AlphaValue" scene3. Select Image game object in Canvas4. Hit pl... Read more
High coordinate values in Object Transfrom causes their meshes to become...
Reproduction steps:1. Open the attached project in Unity2. Focus the editor view on the sphere object3. Move around using your mouse... Read more
Unity crashes when calling Material.SetColor with specific arguments
Add the following code to a script or add the script from the attached project to a scene and press play in the Editor. Unity crashe... Read more
Depth not rendered to Temporary Render Textrue when MSAA enabled
When we try to render to "temporary render texture" using CommandBuffer and MSAA is enabled, the depth is not preserved. Reproductio... Read more
[IL2CPP] System.Array.Copy() corrupts data with IL2CPP
When copying arrays using IL2CPP, the results differ from the ones when using Mono compiler. Steps to reproduce:1) Open the latest a... Read more
[DX12] Changing graphics API to DX12 has no effect
Steps to reproduce (or watch attached gif):1. Create a new Unity project2. Open "Edit/Project Settings/Player"3. Uncheck "Auto Graph... Read more
OnDisconnectError error message is not informative
Fix error codes in log messages. Instead of error number use its name. Expected result: Error message: "OnDisconnectError error: con... 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
- APV data is sometimes incorrectly loaded from multiple baking sets when loading a scene
- GC Alloc spikes occur when calling UnityEngine.Resolution and UnityEngine.RefreshRate with Equals() and GetHashCode()
- Type error is thrown when a new ComputeShader is instantiated after destroying previous ComputeShader
- APV data becomes incorrect when reselecting the currently active Baking Set
- Launch screen image exceeds the screen bounds on IPad when building for iOS