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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
On HTC One X, if trying to add a third simultaneous touch, the previous ...
You can't get three simultaneous touches on HTC One X, as third touch cancels others and none register anymore Read more
[Mobile] ExecuteDefaultActionAtTarget is not dispatching correctly when ...
How to reproduce:1. Download the attached project "Trunk.zip"2. Build and Run on Android3. When the app opens, press on text field t... Read more
Setting incorrect bundle id does not show any warnings or errors
Bundle id can not contain dot followed by a number (ex. com.my.3games is incorrect, because number 3 goes right after the dot). Howe... 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 (e444f76e0... Read more
EventSystem values are not preserved when running on Android
Application running on the device has different EventSystem values than was set in the editor. Reproduced on:Google Nexus 5 with And... 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
Resources.Load() works much slower on project built with Unity 5 compare...
Repro steps:1) Download both .apk files and transfer/install them to device2) Run the version built with Unity4 - BUG_ResourcesLoad4... 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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Sampling overlap causes graphical errors on specific Graphics APIs and Devices when using Framebuffer Fetch
- [Android] AssetBundle loading performance degradation when loading from a local Assetbundle
- [iOS][Android] Reflection with Generic Class returns unexpected values
- Shader Variant Collection Asset UI is hard to read when multiple Shaders and keywords are added
- Regression for "WebGL build is missing "malloc" and "free" functions when passing "-sERROR_ON_UNDEFINED_SYMBOLS=0" to emscriptenArgs"