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PostProcessing effect sets the Camera's DepthTextureMode when active, bu...
To reproduce: 1. Download attached project "ProjectWithPostProcessingStack.zip" and open in Unity 2. Open "SampleScene" scene 3. En... Read more
Normal Maps are corrupted when loading it from Asset Bundles
To reproduce: 1. Open my attached project (NormalMapTest.zip) 2. Enter Play mode 3. In Scene view, select any visible Game Object 4.... Read more
Time.captureFrame is broken for values less than 60
Time.captureFrame is broken for values less than 60. The attached project contains an automated test that confirms this. The test is... Read more
Time.captureFramerate is broken for values less than 90
Time.captureFramerate is returning incorrect values. The attached project contains the following test: [Test] public void CaptureFr... Read more
[GPU PLM] [Crash] Progressive GPU lightmapper crashes when lightprobes a...
Steps to reproduce: 1. Download the attached project and open TestScene01 (Assets > Scenes) 2. Navigate to the Lighting Settings wi... Read more
Undocked window is maximized incorectly when Windows toolbar is docked o...
Steps to reproduce: 1. Open any project 2. Move Windows toolbar to the left or the top of the screen 3. Undock any window from the ... Read more
[Test Runner] "Enable playmode tests" button is no longer present in the...
How to reproduce: 1. Create a new Unity project or open the attached one 2. Open Test Runner window 3. Select "PlayMode" tab Expect... Read more
ConfigurableJoint rotates to targetRotation every time its gameobject is...
Steps to reproduce: 1. Download and open the attached project 2. Enter Playmode 3. Observe configurable joint rotation Expected res... Read more
[XR] Oculus dashboard depth sharing is incorrect in one eye when using s...
The depth shading is off between the two eyes when using instancing with the Oculus Dash Depth Buffer sharing. This seems to work f... 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
- "ArgumentOutOfRangeException" and UITK is rendered incorrectly when building in WebGL with Native C/C++ Multithreading enabled
- Changing Transform.position.z per-frame should not affect Rigidbody2D interpolation.
- Cancelling a build during "Incremental Player Build" step returns wrong BuildReport result
- Log “Found 1 leak(s) from callstack:“ is present in Editor when Leak Detection Level is set to "Enabled"
- Content in "Asset PostProcessors" Section Not Vertically Centered in Box