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[macOS Standalone] Bundle Identifier in Player Settings does not match X...
How to reproduce: 1. Create a new project for standalone OSX platform 2. Set a custom bundle identifier for example "com.com.test"... Read more
[UI Builder] Incomplete display dialogue text when trying to load other ...
Reproduction steps: 1. Open the attached project "UIBuilderUSSDialogue.zip" 2. Open the UI Builder window 3. Press the "Add" button ... Read more
ShadowSamplingTent.hlsl in the CoreRP Library package is missing #ifndef...
How to reproduce: 1. Create and open a new project 2. Install Core RP Library Package 3. Open the "ShadowSamplingTent.hlsl" file fro... Read more
[HDRP] CPU usage increases significantly (4 - 5ms) when the Render Graph...
How to reproduce it: 1. Open the attached project "1314181.zip" 2. Load the "TestScene" Scene 3. Set Profile Analyzer's Mode to 'Com... Read more
"Select Preset" window Search has too big font
How to reproduce: 1. Create a new Unity project and a new scene in it 2. Select the "Main Camera" GameObject in the Hierarchy 3.... Read more
PointerEventData.pointEnter is always null when Cursor.lockState = Curso...
Steps to reproduce: 1. Open attached project 2. Open "_root" scene 3. Enter play mode 4. Click on Game View and hover over the Butto... Read more
Surface shader analysis not using 32-bit floats for fixed/half/float/dou...
Reproduction steps: 1. Open attached Unity project. 2. Open "Bug scene". 3. Notice, that "Sphere" game object is black. 4. Open "Bug... 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
- "The FrameSetting required to render this effect in the Game view depends on a disabled FrameSetting." warning appears when post-processing effects ere enabled in pipeline settings
- Crash on RaiseException when calling maxmath.comb() with the debugger disabled
- Crash on __pthread_kill when entering Play mode
- Crash on tlsf_free when exiting Play Mode in a specific project
- Camera Solid Color is overwritten when injecting Custom Render Pass at 'RenderPassEvent.AfterRenderingPrePasses + 1'