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Large memory allocations on canvas when running on Android devices
Canvas.SendWillRenderCanvases() takes a lot of memory on Android phones. Read more
[LegacyShaders, Deferred] Legacy Shaders/Specular is incorrect after 5.2
Repro steps:1) Open the project and test scene2) Notice that the object is much brighter3) Repeat these steps in 5.1 and notice the ... Read more
On iOS7 using dictation crashes app
To reproduce: 1) Download and open attached project2) Build and run for iOS3) Tap input field4) Press the dictation button5) Notice ... Read more
[Audio] Yielding .mp3 file through WWW.audioClip freezes the main thread
Steps to reproduce: 1. Open the attached project2. Build and run the project for Android or iOS device3. Click the button in the mid... Read more
[Windows][Build] Changing resolution through script stretches the screen
Repro steps:1) Open the project and script PositionAtMouse.cs in editor2) Change line 25 to: Screen.SetResolution(resolution.width, ... Read more
[culling] Wrong culling of some particle objects
1. Open attached "CANDLE3" project2. Open "repro" scene in assets folder3. In hierarchy tab, click on "FX" and then double click on ... Read more
[iOS] Append not working after the launch screen changes
To Reproduce: 1. Build attached (or any other project probably).2. Build again with Append.3. You'll get this error: ArgumentExcepti... Read more
[iOS] Portrait splash displayed incorrectly on iPads running iOS8/9
[iOS] Portrait splash displayed incorrectly on iPads running iOS8/9 There is no way to select different Portrait/Landscape Launch sc... Read more
[iOS] Native windows can't be opened after app is moved to background
To Reproduce: 1. Build and deploy the attached project. (nativeDialogTest.zip)2. Click 'Show Default Store Product View' (might be n... 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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS