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[Metal] [URP] [iOS] [Google VR iOS] White filter appears when using FXAA...
Reproduction steps:1. Create a new project2. Import URP and Google VR iOS packages via Package Manager3. Create a URP Rendering Asse... Read more
Crash on ScriptPlayableOutput::ScriptProcessFrame when running Play Mode...
Reproduction steps:1. Open user's attached project2. Press Window > General > Test Runner3. Select the Play Mode tab4. Double ... Read more
Editor lags for a second when moved to another monitor with different sc...
How to reproduce:1. Create and open a new project2. Move Editor window from one monitor to another and double click the title bar to... Read more
[ProBuilder] Hovering an element on a PB object give the same visual fee...
Hovering an element on a PB object give the same visual feedback regardless of the selection state of the element, making it appear ... Read more
DrawMeshInstancedIndirect fails to render opaque pass when using OpenGL ...
Steps to reproduce:1. Open user's attached project "InstancingRenderingBugs.zip"2. Build it to Android3. Notice that nothing is bein... Read more
Rigidbody with Capsule Collider falls through MeshCollider when it's pla...
How to reproduce:1. Open the user attached project's Scene labeled "SampleScene"2. Enter the Play Mode3. In the Game View, observe t... Read more
[iOS]Getting Unknown Screen Orientation for a few frames when the Splash...
How to reproduce:1. Open the attached ScreenOrientationBug.zip project2. Make sure that Splash screen is disabled3. Build for iOs an... Read more
[GPU PLM] Bake performance decreases drastically over time when using hi...
Over time, bake performance decreases drastically when using high sample count (500K or 1M).The first 5 minutes of the bake are fine... Read more
[Bug] ComputeShader calculates the wrong result with Structured and Raw ...
Reproduction steps:1. Open user's attached project "IntelComputeBug.zip" and scene "TestScene"2. Enter Play Mode3. Observe "Canvas" ... 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