Search Issue Tracker
Fixed
Votes
0
Found in
2022.3.64f1
6000.0.52f1
6000.1.9f1
6000.2.0b8
6000.3.0a1
Issue ID
UUM-110733
Regression
Yes
Editor Windows overlay on the Main Screen when Mac wakes from sleep
How to reproduce:
1. Create and open a new Project
2. Create a separate Window with Project, Hierarchy, Inspector, and Game View
3. Move one Window to the main monitor and the other to the secondary monitor
4. Put Mac to sleep
5. Wait for the displays to turn off
6. Wait 4 minutes
7. Turn on the Mac and log in
8. Observe the Unity Editor Windows
Expected Result: After the Mac computer wakes up, the Unity Editor Windows remain on the two screens where they were left before the Mac went to sleep
Actual Result: The Unity Editor Windows overlay on top of each other on the main screen after the Mac computer wakes up
Reproducible with: 2022.3.62f1, 2022.3.64f1, 6000.0.52f1, 6000.1.9f1, 6000.2.0b8, 6000.3.0a1
Not Reproducible with: 2021.3.53f1, 2022.3.61f1 (44af0c4ceed4), 2022.3.61f1 (6c53ebaf375d), 2022.3.61f1 (e6a1f07378cd)
Reproducible on: MacOS 15.5 Silicon
Not reproducible on: Windows 11
Note: 4 minutes of waiting time were chosen arbitrarily (this is the time it takes for my monitor to go to sleep), but consistently led to a reproduction. Waiting for the Mac laptop screen to turn off and then immediately turning it on did not reproduce the issue. However, the time for the issue to reproduce may be less.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note:
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-110840