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Crash on Editor exit caused by race condition in Mono
There is a crash in Mono on editor exit ending up with this stacktrace: #0 0x00000139f226a9 in mono_profiler_raise_thread_stopped ... Read more
Temp Alloc in mono Heap won't be GCed
Steps to reproduce: 1. Open and Play the user-supplied project 2. Inspect the mono allocated memory in the top right. 3. Press the t... Read more
Debugger can not be attached and Unity crashes on exit after that (.NET ...
Reproduction steps: 1. Open project attached (case_923000-ReflectionTest.zip). 2. Open script "Reflections.cs". 3. Try to attach deb... Read more
Performance regression with Guids in HashSets and .Net 4.6
Steps to reproduce: 1. Open user attached project (GuidPerformanceRegression) 2. Test the "GuidPerformanceComparison" 3. Notice that... Read more
[Android] Build crashes when System.IO.MemoryMappedFile.CreateViewAccess...
How to reproduce: 1. Download and open the attached project "1210241.zip" 2. Build and run the project 3. Observe the crash Reprodu... Read more
Unity crashes at mono_class_array_element_size when opening iOS project ...
To reproduce: 1. Open attached project Expected result: Unity successfully loads project Actual result: Unity crashes on launch R... Read more
Crash on GC_push_all when updating custom mesh generation
Reproduction steps: 1. Open the user's attached project 2. Open "Assets/CurveDesigner/Scenes/EndlessRunnerExampleScene" Scene 3. Sel... Read more
mono callstack overflow when callling Resources.UnloadUnusedAssets and c...
Crash with mono callstack overflow when calling Resources.UnloadUnusedAssets from a project with c# scripts that contain large, nest... Read more
Time zone conversions fail on iOS, Android and WebGL devices when using ...
.ToLocalTime() fails to convert time on iOS, Android and WebGL. .ToLocalTime() works as expected on Mac and Windows standalone build... 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
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
- "TLS Allocator ALLOC_TEMP_TLS" errors are thrown when unsuccessfully importing an FBX file
- A memory leak occurs in Play mode when using Direct3D12 Graphics API
- Crash on GfxDeviceD3D12Base::DrawBuffersCommon when rendering 60 real-time lights in the far distance