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[API] Graphics.DrawMesh aren't cleared correctly after scene view repaints
Steps to reproduce : - import the project attached- open the scene- click on the "Bug me" object- move around the plane in the scene... Read more
Hierarchy: Re-ordering objects in Hierarchy is not instant
Re-ordering objects in Hierarchy is not always possible first time user drags an object. Sometimes user has to drag the object more ... Read more
NullReferenceException on Mac when Ctrl+Click on outgoing changeset in VCS
Repro on both 4.2.0f1 and latest editor/vcsintegration build. Changeset: 2f8fadd6c175ced35f5f38bc98611655521c58ef [2f8fadd6c175] Inf... Read more
A gameobject with a disabled mesh collider will still become detectable ...
If I move or rotate a gameobject with a disabled meshcollider on it, the meshcollider become detectable by raycast even if it stay d... Read more
In lightmapped scene some textures appear black with OpenGL ES2.0
So textures are black when playing a lightmapped scene in the editor with the OpenGL ES2.0 emulation enabled. Read more
Changing screen orientation after using SetResolution doesn't swap resol...
SetResoultion to half of the default resolution (from 1536x2048 to 768x1024). Then turn the device from portrait mode to landscape -... Read more
Cannot add assets to a ScriptableObject asset with AssetDatabase.AddObje...
In case the main Asset is a ScriptableObject, AssetDatabase.AddObjectToAsset (subObj, mainAsset) "mixes up" incoming parameters and ... Read more
Shader compiler fails with too many interpolators for SM4.0
Some surface shaders fail with "too many interpolators used" message, even if they are compiling for DX11 (e.g. shader model 4.0) wh... Read more
Unity creates meta-files for empty directories then deletes them on anot...
Steps to reproduce : - have the Angry Bots Perforce project imported on 2 computers- create a new folder on the first machine and no... 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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field