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AssetDatabase.GetAssetPathsFromAssetBundle Only Returns Assets Explicitl...
Reproduction steps: 1. Open attached project "AssetBundlePaths" 2. From the editor menu select AssetBundles -> Dependencies 3. This ... Read more
[MovieTexture][OSX] Standalone player resizing issues
Resizing windowed player sometimes breaks playback, also moving from windowed -> fullscreen creates artifacts in areas outside movie... Read more
Sudden font change on Scripting Reference search results page
Go to http://docs.unity3d.com/ScriptReference/30_search.html?q=command+line and scroll down to the middle of the search results. Not... Read more
[MeshPreview] Colors of the mesh are not displayed in the inspector prev...
Steps to reproduce: 1. Open the attached project 2. Select the mesh asset in the project window 3. Notice that only uv and uv2 are ... Read more
Unable to select Sprite from Scene View by clicking on it
1. import a Sprite and add it to the scene 2. click somewhere not on the Sprite in the Scene Viewer 3. click on the Sprite in the Sc... Read more
[AssetBundle][CacheServer] Asset bundle names are not properly imported ...
How to reproduce: 1. Create a new project 2. Download Cache server http://unity3d.com/unity/collaboration/ 3. Go to Edit> preference... Read more
[AssetBundles] GameObjects in a Scene Loaded from an AssetBundle Lose Th...
Reproduction steps: 1. Open the attached project "TwoScenesOneMesh" 2. Open the scene "Loader" 3. From the menu select Simple Bundle... Read more
IL2CPP produces invalid code with EMGU.CV Plugin
The attached Unity and XCode test projects demonstrate two bugs in the C++ code generated by IL2CPP. Download the "case_694436-EMG... 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 PluginManager::RefreshPlugins when closing the Editor without making any changes with JetBrains Rider selected as the External Code Editor and Google Mobile Ads third-party plugin imported
- GetMainLight() returns incorrect distanceAttenuation value for a Custom Shader when URP Forward+ Rendering Path is used
- Standalone Profiler crash on GuidReservations::Reserve when it is opened on a specific project
- m_RenderPipelineGlobalSettingsMap or m_SRPDefaultSettings is pointing to UnityEngine.Rendering.HighDefinition.HDRenderPipeline when High Definition RP package is removed
- Rendering Debugger fields have no padding at the bottom of the fields list