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[Mesh, Graphics] Particle system meshes will only work with exactly one ...
Trying to use a particle system with Render Mode "Mesh" and Hellephant from Unite 2014 Training Day project and get this error: Part... Read more
User can not select Prologic DTS from the drop down menu
User can not select Prologic DTS from the drop down menu - please see attached screen shot for details. To reproduce: - Open attac... Read more
Shadows are incorrect on Nokia Lumia 630 and 930
Steps to reproduce: 1. Download attached project or create any project which has control over quality settings. 2. Build and run on ... Read more
Impossible to drag "Any state" in Animator window after disabling maximi...
To reproduce this bug: 1. Create a new project 2. Press Assets -> Create -> Animator Controller 3. Double-click on created animato... Read more
Unity crashes when adding a mesh to a sprite renderer
Adding a mesh via drag&drop to a gameobject that has a sprite renderer causes Unity to crash. To reproduce: 1. Open attached projec... Read more
Grid Layout Group does not align children correctly
To reproduce this issue: 1. Open the attached project 2. Open 'Layout Groups' scene 3. Go in Canvas>Window>Vertical Group>Grid in t... Read more
Scroll Rect set to elastic will not bounce back when Time.Scale = 0
Scroll Rect set to elastic will not bounce back when Time.Scale = 0. When Time.Scale =1 the scroll Rect works normally. To reproduc... Read more
[WP8.1] Text from clipboard can not be pasted into Unity on WP8.1
Steps to reproduce: 1. Download attached project 2. Deploy it to Windows Phone 8.1 device 3. Get some text into clipboard of the dev... 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
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- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
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- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project