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Standalone crashes at RuntimeSceneManager::FindSceneByName when loading ...
Steps to reproduce: 1. Open attached project 2. Build and run project 3. It crashes right after it is opened Is related to setting... Read more
Crashes when saving with deleted gameobject
Steps to reproduce: 1. Open attached project's scene "Startup" (Assets/Levels). 2. Delete "Game Manager" game object. 3. Try saving ... Read more
Nested asset max depth is lower in 4.5
To reproduce: 1. Open TestScene in project DepthBug using Unity 4.3.4 2. Inspect the Depth Test behaviour on Game Object and expand ... Read more
Memory is not freed by 'Object.Destroy' when returning to edit mode
To reproduce: 1. Open the attached project 2. Open scene Test. It contains gameobjects with a script that creates a mesh and allocat... Read more
Unity 5.0 crashes when closing or switching projects
To reproduce: 1. Create two empty projects 2. Open one project 3. Open the other project with the same editor 4. Repeat steps 2-3 5.... Read more
Editor crashes when enabling the Cache Server in Preferences
- Open Unity with any project - Go to Preferences -> Cache Server - Enable Cache Server, but don't type any address - Press the Chec... Read more
Marking a prefab as dirty prevents updates to instances of the prefab
Steps to reproduce : - import the project attached - open the "Scene 2" - select the TestPrefab in the Hierarchy - go to Tools>Bug ... Read more
[Sprites][Materials] New created sprite with default material after savi...
Reproduction steps: 1) Create new project 2) Create a new sprite (GameObject > 2D Object > Sprite) 3) Notice that from 5.4 Unity ver... Read more
Crash in GizmoManager:: BuildGizmosFromGameObjectRecursive after deletin...
Steps to reproduce: 1. Download and open attached project. 2. Open scene "TestScene" 3. Select "Root" 4. Delete Game Object "DeleteM... Read more
Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded ...
Resources.UnloadUnusedAssets() doesn't unload fonts if they were loaded from an asset bundle and unloaded by using AssetBundle.Unloa... Read more
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