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UNet HLAPI packet queueing doesnt work with ReliableFragmented channels.
UNet HLAPI packet queueing doesnt work with ReliableFragmented channels. When a ReliableFragmented reaches capacity, a log message o... Read more
Disconnect with 10% packet loss and Unreliable packets
With attached project, run 2 applications. It's OK one is Windows build, another is Editor play. About 10 seconds after connecting ... Read more
NetworkDiscovery initializes broadcast without internet connection
To reproduce: 1. Open the project, attached by user (NetworkDiscovery.zip) 2. Open "Main" scene if not open 3. Disable your interne... Read more
[UNETServerDLL] Client stops to send a big message via "Fragmented" chan...
Steps: 1. Open attached project 2. Run "ChatServer.exe" 3. Run "ClientGUI.exe" 4. Start and Connect 5. Select "UnreliableFragmented"... Read more
[HLAPI] Declaring Command function without prefix throws compile time er...
Steps to reproduce: 1. open attached project 2. notice there are compile time errors 3. clear console 4. try to play scene -> can't ... Read more
[UNETServerDLL] Assert rises when user closes client after host was removed
Steps: 1. Open attached project 2. Run "Server.exe" 3. Run "ClientGUI.exe" 4. Press "Start Client" button 5. Press "Connect" button ... Read more
SyncListStruct Callback doesn't work properly when you have multiple sam...
Repro steps: 1) Build project 2) Open two instances of built applications 3) In first one press "H" button on keyboard (starts Host... Read more
NetworkAnimator NullReferenceException
NullReferenceException using NetworkAnimator in 5.2 Read more
Enabling WebSockets in NetworkManager maxes out a CPU core
Steps to reproduce: 1. open attached "WebSocketsPerformance.zip" 2. open and enter play mode in scene "Main" 3. start host 4. open 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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL