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System.Net.HttpWebRequest.Create() throws a NotSupportException using 2....
To reproduce: See attached screencast in project folder Read more
Unnecessary white spaces added to project *.sln file when updating monod...
Quickest to use SourceTree or some other repo management client, but can also be reproduced manually. To Reproduce: 1. Create a new... Read more
Calling GetComponents method on non-empty List keeps old references to e...
Reproduction steps: 1. Download and open the attached project 'ComponentLeak.zip' 2. Open scene 'SampleScene' 3. Enter Play Mode 4. ... Read more
Editing scriptingDefineSymbols in ProjectSettings.asset file doesn't cau...
Reproduction steps: 1. Open user's project "scriptassemblycache2020.2.zip" 2. Notice the message in the Console 3. Close Unity Edito... Read more
RuntimeInitializeOnLoad methods are called multiple times when using def...
How to reproduce: 1. Open the attached "RuntimeInitializeOnLoad.zip" project 2. Build and Run to Standalone 3. Close the Build 4. Op... Read more
Screen.width and Screen.height values in "OnEnable" function are incorrect
When Screen.width or Screen.height are called in an "OnEnable" call in the editor and the component is enabled (i.e. by checking the... Read more
Editor crashes when adding a new script to a game object via "Add compon...
Steps to reproduce: 1. Open any project 2. Create a new GameObject in the Hierarchy window (GameObject > Create Empty) 3. Select the... Read more
GameObject isn't specified when "SendMessage cannot be called during Awa...
How to reproduce: 1. Open the attached project 2. In the Project window, select the asset "SelectMe" (Assets/SelectMe.asset) 3. In t... 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