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[iOS,ARMv7] Qualcomm Vuforia plugin causes the app to crash when optimiz...
To Reproduce: 1. Build the attached app for ARMv7 2. In Xcode Build Settings set Optimization level to 'Fastest/Smallest' 3. Deplo... Read more
OSX Standalone Player using -batchmode command line argument uses up abo...
How to reproduce: 1. Open attached project 2. Open scene main.unity 3. Build to OSX Standalone 4. Run the standalone build with the... Read more
Area Lights Produce Knarly Artefacts
Version 5.1.0f2 (0e70286e975e) Tue, 19 May 2015 13:49:17 GMT Branch: 5.1/release Repro: Create a plane. Create an area light. Make... Read more
[WP8][UNET] Wrong IP error when connecting to local game
To reproduce: 1. Open attached project 2. Open title scene 3. Select manager in the hierarchy window, modify Network Address, change... Read more
Errors when importing AnimFollow Asset
To reproduce: - Open new project - Set a cache server - Set Version Control to "Visible Meta Files" in the editor Settings. - Set A... Read more
[SpriteRenderer] Adding multiple materials to the Sprite Renderer spams ...
Steps to reproduce: 1. Create new project 2. Create an empty 'Sprite' game object 3. Select the Sprite in the hierarchy 4. Open the... Read more
[ImageFx/MRT] Scene is rendered directly to the Image Effects RT or to t...
How to reproduce: 1. Open attached project 2. Open scene MRTTest.unity 3. Play the scene - Notice how the only thing that is rende... Read more
[System.Flags] enums and EditorGUILayout.EnumMaskField is not handled pr...
Setting up custom [System.Flags] enums and then trying to use them with EditorGUILayout.EnumMaskField does not yield expected result... 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
- Crash on memcpy when importing lightmaps after GI bake
- NullReferenceException is thrown when creating the TextMeshPro component and entering the Play Mode without importing TMP Essentials
- [Linux] Player crash on Shader::SRPBatcherInfoSetup when opening player build
- [Android] FPS does not match the targeted FPS when it is set with Application.targetFrameRate
- RenderPipelineManager.activeRenderPipelineTypeChanged does not detect changes when changing the Render Pipeline Asset outside of Play Mode