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[Firefox] Releasing MMB/RMB outside the player does not register release
Reproduction steps:1. Open the attached project2. Attach "TestMouse" script to the Camera gameobject3. Build the game on "Web Player... Read more
[WSA] TouchScreenKeyboard.wasCanceled is always false
On WSA platform keyboard wasCanceled flag is always false. TouchScreenKeyboard.wasCanceled is not supported on WSA by design. Docume... Read more
Unable to deselect objects using ctrl + area selection tool if prefab co...
Steps to reproduce: 1. Open attached project "784006.zip"2. Open scene "repro"3. In hierarchy, notice "Cube"4. Expand it and select ... Read more
Setting CharacterController.center wil trigger OnTriggerEnter/OnTriggerE...
Steps to reproduce: 1. Open attached project "783968.zip"2. Open scene "TriggerTest/trigger"3. Run it4. Press "Adjust" button, which... Read more
Editor crashes when building asset bundles that include Spine assets
Reproduction steps:1) Open project attached in the edit section.2) Select "Avatar_boy" prefab and change its Asset Bundle tag to a n... Read more
[UI] [TEXT] When UI Text's width/height is not an even number text appea...
Reproduction steps:1) Open "FuzzyTextWithRich" attached project2) Open main scene3) Compare both texts in Game View window Expected ... Read more
Using API During Serialization Throws Exception
To reproduce:1. Open attached project2. Open "_MainScene"3. Play the scene Actual behavior: errors in the Console:"AssetPathToGUID i... 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
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask