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Unloading a scene which is currently loading does not unload
Steps to reproduce: 1.Open attached project "SceneManagementBug.zip"; 2.Press play. 3.Press any key. -subScene won't unload. Proble... Read more
Asset bundles fail to generate with cryptic error message
To reproduce: 1. Open attached project 2. Press Tools -> Build Asset Bundles 3. Editor will emit the errors and produce damaged ass... Read more
GameObjects fail to load properly when doing a lot of loading, destroyin...
[IN THE EDITOR] Steps to reproduce the issue: 1. Download and open attached project. 2. Open scene named "MainScene". 3. Enter the P... Read more
PlayerLoop internal function has been called recursively when building a...
Steps to reproduce: 1. Download and import attached project. 2. Open scene: main. 3. Press play. 4. Inspect the console. Result, e... Read more
Sometimes errors when LoadAssetAsync and UnloadUnusedAsset is called bef...
When calling UnloadUnusedAssets in a script where a LoadAssetAsync has occured but asset not yet used, AssetBundleRequest.asset will... Read more
The Editor freezes and crashes after entering the play mode because of m...
Steps to reproduce the issue: 1. Download and open attached project. 2. Open scene named "Game1". 3. Enter the play mode. 4. Notice ... Read more
Restore Scene Setup which has no active scene throws Invalid SceneManage...
Steps to reproduce: 1. Open attached project. 2. Open scene: a 3. Open scene b and c in additive (drag&drop) 4. Create new scene in... 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
- On Script import/reimport MonoImporter does not generate consistent results due to updating Custom packages
- [Entities Graphics] Size of the Content Update generated folder increases when changes are made to the Scene
- In Play Mode, an extra Sync Call is made every frame when a GameObject has a Rigidbody 2D component
- Crash on block_remove when a scene is opened in a specific project
- The GameObject with a Hinge Joint Component does not return to the initial position when the Use Motor property is toggled off