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When Animator Window visible - it uses 10 - 20 % of CPU
When Animator Window visible - it uses 10 - 20 % of CPU 2) How can we reproduce it using the example you attached1 Create new projec... Read more
Ambient source and baked sky light in lighting don't have tooltips
ambient source and baked sky light properties in lighting don't have tooltips Read more
Light map parameters text overlap
Light map parameters text overlap Read more
A registered listener did not receive an event when invoking, after anot...
To reproduce this issue: 1. Open the attached project2. Open 'Test event' scene3. It has a script which creates Unity Event and adds... Read more
Moving a Terrain object causes a crash
Add a terrain to a scene on b14, try to move it on the y axis, crash. Scene cannot be opened anymore until the terrain prefab is del... Read more
[Performance]Time taken Camera.Render.Culling.ParticleSystem.Prewarm inc...
Culling.ParticleSystem.Prewarm takes longer to start the longer the Particle System was culled. To Reproduce: 1. Open the scene in t... Read more
[Textures] No warning when using built-in textures as normal maps
To reproduce:1. Create a new material (standard shader)2. Add the default particle texture as the normal map texture3. Even though t... Read more
Documentation refers to Menu -> lightmapping when it should be menu -> l...
1. go to manual ->lightmapping (file:///E:/Unity%205.0.0b14/Editor/Data/Documentation/en/Manual/Lightmapping.html)2. under "Prepa... Read more
Failed to Return license
Failed to Return license error displayed while Returning the license Prerequisites: Unity is activated, windows 7 64bitTested on 5.0... Read more
ImageEffects: GlobalFog should use along-view distance instead of radial...
Right now GlobalFog uses radial distance, but built-in shader fog uses distance along the view ("linear distance"). This makes a mis... 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
- Build and Run button greyed out for locally invalid architecture, despite remote build is specified
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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