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Crash on Editor exit caused by race condition in Mono
There is a crash in Mono on editor exit ending up with this stacktrace: #0 0x00000139f226a9 in mono_profiler_raise_thread_stopped#1 ... Read more
Temp Alloc in mono Heap won't be GCed
Steps to reproduce:1. Open and Play the user-supplied project2. Inspect the mono allocated memory in the top right.3. Press the top ... Read more
Debugger can not be attached and Unity crashes on exit after that (.NET ...
Reproduction steps:1. Open project attached (case_923000-ReflectionTest.zip).2. Open script "Reflections.cs".3. Try to attach debugg... Read more
MemoryExtensions.IndexOf allocates gigabytes of memory when using String...
Reproduction steps:1. Open the attached project “IndexProject“2. Enter The Play Mode3. Observe the Console Expected result: MemoryEx... Read more
[Android] Build crashes when System.IO.MemoryMappedFile.CreateViewAccess...
How to reproduce:1. Download and open the attached project "1210241.zip"2. Build and run the project3. Observe the crash Reproducibl... Read more
[Backport] [Mono][GLES3] Crash with signal 11 on device with Mali-G78 GP...
Reproduction steps:1. Open the attached user's Unity project "TextureArray_Mali_Crash__2020_3_19.zip"2. Open "Main.unity" Scene from... Read more
Crash on GC_push_all when updating custom mesh generation
Reproduction steps:1. Open the user's attached project2. Open "Assets/CurveDesigner/Scenes/EndlessRunnerExampleScene" Scene3. Select... Read more
“CreateClientHandler: Exception: The method or operation is not implemen...
How to reproduce:1. Open the user’s attached “ClientMaxConnections.zip” project2. Open the “SampleScene” Scene (Assets > Scenes &... Read more
Time zone conversions fail on iOS, Android and WebGL devices when using ...
.ToLocalTime() fails to convert time on iOS, Android and WebGL..ToLocalTime() works as expected on Mac and Windows standalone builds... 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
- 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
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS