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VideoPlayer with SkipOnDrop false does not show correct frames and time
Steps to reproduce:1. Open attached project "VideoPlayerTimescaleTest.zip"Inside there is a video that just shows frames and time pa... Read more
Editor performance is low in Play mode when using Vertical Layout Group ...
Using Vertical Layout Group on Scroll Views Content drops the performance drops significantly. To reproduce:1. Open users attached p... Read more
Lightmap Settings of Game Object is not saved if Game Object is not Prefab
Steps:1. Open attached project (lpdemo.zip)2. In menu: test > testTestLightMapParameter3. In Hierarchy check Mesh Renderer compon... Read more
Editor crashes in "RenderSelectionOutline" when using ImageEffectAllowed...
Reproduction steps:1. Open the attached project "TargetTexture.zip";2. Open the Test scene;3. Make sure that the focus is on the Sce... Read more
Editor crash when trying to use ParticleSystem.Emit If "Size over Lifeti...
How to reproduce:1. Download attached project file and open "Demo" Scene2. Enter Play mode Actual result: Unity crash Reproduced wit... Read more
Tilemap's center affects the behaviour of Transparency Sort Mode with Cu...
Steps to reproduce:1. Open QA's attached project2. Open scene "Repro"3. Move the "Player Sprite" along the walls4. Notice how with C... Read more
iPhone X has wrong Device enumeration
_DeviceModel in UnityDeviceModel() in DeviceSettings.mm is returning the wrong value for an iPhoneX, so UnityEngine.iOS.Device.gener... Read more
Editing light probes is slow when large number of light probes are active
To reproduce:1) Open attached project and scene2) Enable all Light Probes in Hierarchy3) Try interacting (move/edit) with one of the... Read more
Job system doesn't seem to use all cores on Samsung Galaxy Note 4
Steps to reproduce:1. Open project "anim_vert_example.zip"2. Build for device3. Open up Unity Profiler and select TimeLine view.4. D... 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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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