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[DX11][VM] Editor UI panes wrong color/intensity when ran on Mac inside ...
Something either wrong in our DX11 code, or in Parallels/VMWare emulation of it. Seemingly has been a problem all the way from 4.3 t... Read more
Trasition Exit time taken from source state, not destination state
Trasition Exit time taken from source state, not destination state 1. What happenedTransistion/State finishes before it's Exit time,... Read more
OnApplicationPause doesn’t get called when switching from Editor to anot...
In Unity 4, OnApplicationPause gets called with the argument pauseStatus=true when switching from Editor to another application. On ... Read more
[CacheServer][Prefab] Prefab isnt refreshed with prefab 'Apply' after a ...
Steps to reproduce: 1. Set up a Cache server2. Open attached project3. Connect to the Cache server (Edit -> Preferences -> Cac... Read more
[Onboarding] Textures are not applied properly in certain cases
How to reproduce: 1. Open project shadowInstanceProblem2. Open scene _Scenes/Test.unity3. Play the scene4. Press spacebar5. Enable t... Read more
[WSA] Can't build and run from editor on WSA platform
Can't build and run from editor on WSA platform Repro steps:1. create an empty project;2. build and run to WSA platform;3. error app... Read more
[SpeedTree] "Scale in Lightmap" setting does not work for SpeedTree trees
How to reproduce: 1. Open attached project2. Open scene test.unity3. Select the Broadleaf_Mobile/Broadleaf_Mobile_LOD0 gameobject4. ... 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 fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal