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[Test]Light color change via API makes wrong color on Baytrail
Changing the light color to red via API used to apply red light to trees and terrain on Baytrail, but recently this began making the... Read more
Linux standalone build always crashes with async loading of asset bundle
Obsolete, no repro case, asset bundles have been completely reworked since then Read more
SyncListStruct class not initialized.
When using a SyncList class derived from SyncListStruct, the member variable gives the error "SyncList not initialized" at runtime w... Read more
tables not always displayed correctly in the Manual
http://forum.unity3d.com/threads/why-is-unity-documentation-so-bad.335889 Read more
iOS SDK: Xcode and app are freezed if user declines incoming call that i...
For asset package only 1. Play Ads 2. Receive the all while Ad is playing 3. Decline the call Actual result: Xcode and app are free... Read more
Cloud, Add Effect, Import Window buttons are broken after docking NSL Mu...
Steps to reproduce : - import the NSL Music Composer package from the Asset Store - open the 4 custom window from the package - doc... Read more
Text on UI gets scrambled
Open the Car scene in the Standard Assets project (also attached here). Press Play and then press Esc to go to the main menu. In al... Read more
[Occlusion/Scene/D3D] Weird interaction between tweaking OC clip planes ...
Steps to reproduce: 1. Open Unity; 2. Open attached project; 3. Close Unity; 4. Repeat step 1; 5. Open attached project; 6. Open sc... 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 Texture::TextureIDMapInsert when opening a specific project
- Null reference exceptions occur when ScriptableObjects saved in the same .asset file are referenced in runtime
- Depth texture is flipped when specific URP rendering settings are applied
- Warning of an unknown Script missing is logged when selecting VFX in Play Mode
- Vertical and horizontal scrollbars appear and disappear when dragging an attribute to a different position within the Shader Graph Hierarchy