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EditorUtility.SetDirty(g) at postprocess doesn't push the asset that's ...
ex: void OnPostprocessModel (GameObject g) { if (g.name.ToLower().Contains("eye")){ Debug.Log("processi... Read more
Mscorlib deploy fail and also deploy of unused assets
Issue#1. Stripper set to "micro mscorlib" chokes on the included dll file with the following exception: "Mono.Linker.ResolutionExcep... Read more
Audio clips for OGV movies replay snippet of audio
Could not reproduce the infinite loop, but could reproduce (in Version 4.0.0b10 (16de4509c348)) that Audio Clips for OGV movies repl... Read more
Game View is hidden after undocking, starting and stopping
1) What happened Editor - Game View: When undocking, starting and stopping the Play Mode makes the Game View hides behind the Hiera... Read more
Formatting of the Inspector breaks / causes overlapping text
If Text param of an element in a GUIContent fixed array contains a new line, formatting of the inspector breaks / causes overlapping... Read more
Return from sleep throws assert "FALSE != getCursorPositionResult" if ed...
Return from sleep throws assert FALSE != getCursorPositionResult if editor is in playmode. Repro: Given you're in windows 1. Create... Read more
Custom menus does not show up in menu bar before the menu is activated
Custom menus does not show up in menu bar before the menu is activated. 1. Create an Editor script with the following code: //JS @M... Read more
FBX Import scale diff between manual ASCII exported file from Maya and M...
To Reproduce: 1. Check the import settings of Sphere_FBX and Sphere_Maya. 2. Import them in the editor. 3. The asset importer scale ... 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
- Decal Projectors of Prefabs appear less faded in Scene view
- Default Preset application and Reset() method execution order is different when adding a Component via the Inspector versus calling Reset via the Component context menu
- Scene view is not outputting HDR when the "Use HDR Display Output" option is enabled, DX12 is selected as the Graphics API, and URP/HDRP is in use
- Sprite Atlas results in suboptimal packing even when "Allow Rotation" is enabled
- References placed in a UnityEvent change to the same reference when multi-selecting their GameObjects