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.mod files have no icons in the project folder when big, only when small
See user's description. Read more
Holding ALT on editor startup no longer opens the project wizard
To reproduce: - Double-click on the Unity.app icon - When the splash screen appears, press ALT - Observe that the previous project a... Read more
Crash when switching Graphics emulation OpenGL ES 2.0 to No emulation
Regression from Version 4.0.0f7 (034d3531fec3) To reproduce: - Open attached project and launch "game scene" - Switch to No Emulati... Read more
Automatic deserialization doesn't work on iOS
To reproduce: 1. Open project XMLTest 2. Open scene main 3. Assign data as LocalXML in GameObject 4. Build and run for iOS Read more
Web docs not displaying properly with long class names
http://docs.unity3d.com/Documentation/ScriptReference/BuildPipeline.BuildPlayer.html On this page the web displays this in an overl... Read more
Colliders & Rigidbodies docs are potentially wrong
http://docs.unity3d.com/Documentation/ScriptReference/Collider.html This page mentions "If you intend to move the collider around a... Read more
StaticBatchingUtility.Combine bug on scaled meshes that were already ren...
If StaticBatchingUtility.Combine() is called on meshes that were rendered at least once, the non-uniformly scaled objects will rende... Read more
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View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
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- Physics Layer Collision Matrix's Layer names, checkboxes and hover highlights become misaligned when the Editor's UI Scaling gets changed
- Light/shadow information on an edge of a Terrain tile creates a seam with an adjacent Terrain tile when baking a LightMap
- "Missing types referenced from component UniversalRenderPipelineGlobalSettings on game object UniversalRenderPipelineGlobalSettings..." warning is thrown after switching the Platform to tvOS
- “Metal: Error creating pipeline state (Universal Render Pipeline/2D/Sprite-Lit-Default): Vertex attribute BLENDINDICES0(5) of type uint4 cannot be read using MTLAttributeFormatFloat2 (null)“ when setting GPU Skinning to GPU after opening the project