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Version control greyed out
Happens on PC and OSX now. Workaround is available. Read more
Resources.UnloadAsset(material) issue
Resources.UnloadAsset(material) appears to behave differently with Windows 8.1 Universal Apps. This is a sample project that contain... Read more
AddListener and RemoveListener generate a lot of garbage
How to reproduce: 1. Open attached project 2. Attach script Test.cs to any game object - The script simply creates and removes lis... Read more
Object.FindObjectOfType finds all objects of type and returns the first ...
How to reproduce: 1. Open attached project 2. Attach script Test.cs to any gameobject - The script simply attempts to find an obje... Read more
Debug.Assert has no default message
New Debug method Debug.Assert doesn't print out any default message to console if the message is not provided. 1. Open scene. 2. Ad... Read more
465f1: UI issues with Battlestar Galactica
-e: when running the game with 4.6.5f1 runtime some UI elememts are missing text -repro: --login at http://eu3.battlestar-galactica... Read more
NetworkTransform can corrupt SyncVars
NetworkTransform component can corrupt the values of SyncVars on other scripts on the object. Only happens if components are "belo... Read more
Transition blend handles should not be inversable
Transition blend handles should not be inversable 1. What happened When manipulating the transition blend handles (blue start/end h... 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
- Setting ArticulationBody.collisionDetectionMode at runtime via script to Discrete does not work if its being set from Continuous
- [iOS] Crash on ScriptingGCHandle::Acquire when calling RequestUserAuthorization without using yield for pending authorization
- Particle is not visible in RenderTexture when Renderer's material is set to Default-Particle and Camera's BG Alpha is set 0
- OnTriggerExit is not called when GameObject leaves Trigger through reparenting
- [Physics] Character Joint jumps around when following Kinetic Rigidbody