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Touch.deltaTime sometimes returns 0 on Android devices
Reproduced on: Google Nexus 4 with Android 4.3 Google Nexus 10 with Android 4.3 Reproduced with: Unity Version 4.2.2f1 (54f0fc09def... Read more
[Android] Native Android method AudioManager.isMusicActive() always retu...
Calling Android's (AudioManager)UnityPlayer.currentActivity.getSystemService(Context.AUDIO_SERVICE).isMusicActive() always returns true Read more
[Android] PlayFullScreenMovie doesn't work on some Android devices
Using Handheld.PlayFullScreenMovie to stream a youtube video. However, it does not work on some Android devices Read more
Memory is never released in GLES 3.0 graphics level when using RenderTex...
Reproduced on: Google Nexus 5 with Android 4.4.2 Reproduced with: Unity Version 4.3.3f1 (c8ca9b6b9936) Unity Version 4.3.4f1 (e444f... Read more
Unity doesn't support a 9 patch splash for Android
A feature request was open for this and is assigned to our developers: Create a 9 patch splash using the draw9patch application fou... Read more
Shaders should not be cached on Vivante GC1000
Buggy device drivers with Vivante GC1000 GPU causes problems when shaders are cached. Shader caching should be automatically disable... Read more
No shadows on Samsung Galaxy Note3
Galaxy Note 3 has the "GL_OES_depth_texture" extension, so it should support shadows, however they are not displayed on the device. ... Read more
Exporting Google Android Project runs unnecessary steps (dexing, etc.)
When exporting a Google Android Project from Unity it still runs dexing, merging the manifests and other build steps that are only r... Read more
[Android/IL2CPP]Building apk fails if there are spaces in .dll files in ...
If there are spaces in .dll files in assets and android apk is built using IL2CPP, the process fails 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
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- VFX throw errors upon importing it
- "NullReferenceException" error is thrown when swapping between built-in and URP depending on assets loaded out of asset bundles