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93
votes
Fixed

CharacterController might start to ignore collisions after a scene was r...

Physics

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Jun 29, 2016

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Version/s: 5.3.3p3

Steps to reproduce:1. Open attached project2. Open "Test" scene3. Run the scene4. Notice how "Instance {number}" fails to collide wi... Read more

0
votes
Fixed

[Standalone] Window is black in Fullscreen mode

Deployment Management

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Jun 28, 2016

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Version/s: 5.4.0b22

Steps to reproduce : 1) Download attached project "mega-neon-pong (full screen fixing).zip" and open in Unity.2) Build scene 'RetroA... Read more

0
votes
Fixed

[Standalone] Config Dialog Banner not displayed when Path or Name contai...

Deployment Management

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Jun 28, 2016

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Version/s: 5.3.5f1

Reproduction steps:1. Open the attached project2. Build & Run the scene3. Set the name of the build to 'test'Note: Config Dialog... Read more

0
votes
Fixed

[iOS] GLES 3.0 does not show an error when SV_POSITION is as vertex shad...

iOS

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Jun 28, 2016

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Version/s: 5.4.0b22

Steps to reproduce:1) Open the attached project.1.5) Change line 154, in "Localization_GeneratorFromAssets.cs" to:foreach (var obj i... Read more

3
votes
Fixed

Water shaders in standard assets are broken

Assets Management

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Jun 28, 2016

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Version/s: 5.3.5p5

How to reproduce:1. Create a new project2. Import Standard Assets (Right mouse click on Assets folder -> Import Package -> Env... Read more

6
votes
Fixed

Assert thrown when importing audio asset

Audio

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Jun 28, 2016

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Version/s: 5.4.0b24

Steps to reproduce:1. Create a new project2. Import attached mp3 file3. Notice that console outputs "p == previewData.m_PreviewData.... Read more

0
votes
Fixed

Asset Database only handles one of multiple colliding GUIDs

Asset and Scene Management

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Jun 28, 2016

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Version/s: 5.3.4f1

Materials in the project have colliding GUIDs. Simplest repro: 1. From Finder/Explorer, duplicate an asset twice (together with .met... Read more

8
votes
Fixed

[iOS] Framebuffer Fetch not working with GLES3

iOS

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Jun 28, 2016

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Version/s: 5.3.5p5

Steps to reproduce:1) Open the attached project.2) Build for iOS.3) Deploy to a device via Xcode.4) Launch the application. In Xcode... Read more

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