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[AudioSource]Audio with negative pitch doesn't play when loop is disabled
How to reproduce:1) Create and Audiosource2) Add an AudioClip3) Configure the Audiosource with a negative pitch value like -1 and en... Read more
[ImageFX][Fix Included] Game View is completely black when using adaptiv...
Steps to reproduce: 1. Open the attached project2. Open 'test' scene3. Notice the 'Cube' game object has a scale of 0 on X axis and ... Read more
[TreeCreator] tree's nodes don't have parameters
How to reproduce:1. Create a new project2. Create a Tree3. Select the node in the inspector4. Notice that parameters are missing5. Y... Read more
[CursorLockMode.Confined] Dragging the game window causes the cursor to ...
How to reproduce:1. Create a new project2. Add C# script which would have this in Start() function:Cursor.lockState = CursorLockMode... Read more
Building IL2CPP which includes the JsonFx library throws "not implemente...
To reproduce: 1) Download and open project2) Make sure that scripting backend is set to il2cpp3) Try building project4) Notice the e... Read more
SystemInfo.deviceUniqueIdentifier for WebGL returns n/a
-e: see title -repro:--build and run a project that calls SystemInfo.deviceUniqueIdentifier--NOTICE it returns "n/a" Read more
No way to unspawn objects on client.
There is no way to unspawn objects on a client without destroying them on the server. This is a problem when using custom spawn hand... Read more
Input field value changed broken behavior on mobile devices
Steps to reproduce: 1. Open the attached project2. Open and play the scene3. Select the first input field4. Enter some text5. Notice... 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
- Some Material Overrides are viewed as broken when using the Shadergraph CustomLighting package sample
- Spring Joint shows only one anchor gizmo in Scene view when "Auto Configure Connected Anchor" is enabled
- Crash on _platform_memmove after entering large value in Graphics settings Preloaded Shaders field
- Disproportionally large impact on CPU frame time when writing to a rendering entity's LocalToWorld
- "Constant Force" Component numeric fields drift out of view while entering a really big value in the Inspector