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Misformatted code in example snippet
On this page: http://docs.unity3d.com/Manual/LoadingAssetBundles.html the last two lines of code are unnecessarily indented. Read more
Typo in Movie Textures document for Japanese
Typo in Movie Textures document for Japanese http://docs.unity3d.com/ja/current/Manual/class-MovieTexture.html "Android の再生フォーマットが... Read more
[Documentation] TextureImporter docs are not informative about max textu...
documentation for TextureImporter is vague on max texture size http://docs.unity3d.com/Manual/class-TextureImporter.html "Note that... Read more
'Mecanim FAQ' incorrect question regarding legacy animations and animati...
Under ".../Unity/Editor/Data/Documentation/en/Manual/MecanimFAQ.html" one of the questions are written incorrectly: "So the Animato... Read more
Wrong documentation regarding Asset Server
User reported a mistake in our documentation page. He pointed out that the line "To access the Administrator controls, launch Unity ... Read more
Missing link in release notes 5.1b3
Find this sentence and notice that there is "blah" word in the middle of sentence: SDK integration in Preview mode, get started by... Read more
Wording error on standalone build page
1. What happened On the manual page "Overview, Basics, Interface, Publishing Builds": http://docs.unity3d.com/Manual/PublishingBuild... Read more
Docs need to be cleaned up
Docs need to be cleaned up Open link and please see attached image file:///D:/unity%20versions/UnityInstalls/Unity%205.1.0b1/Editor... Read more
WebGL documentation issues
Typos in http://docs.unity3d.com/Manual/webgl-building.html -" and open it in your default brower" should be "default browser" -"Whe... 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
- UI Source Image property gets set to 'None' when using a specific Sprite and Play mode is entered
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target