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[docs] 'Linear Rendering Hardware Sampling' should be changed to 'Linea...
The property "Linear Rendering Hardware Sampling" seems wrong in PlayerSettings.It should be 'Linear Rendering'. Documentation/en/Ma... Read more
Default reflection probe behaviour for particle systems is 'Blend Probes...
Very infrequent that you would want particles shaders to read reflection probes. Also causes issues when testing reflection probe bo... Read more
Selecting a filtered game object in play mode causes a NullReferenceExce...
To reproduce:1. Create new project2. Type d in hierarchy search3. Select Directional Light4. Press play5. Click on scene view6. Noti... Read more
[WinRT] Building a project with Fsharp.Core.dll fails due to a NullRefer...
To reproduce:1. Open the attached project. It contains the FSharp.Core.dll2. Build for WP8, WP8.1, Win 8.13. Error is thrown: Error ... Read more
[OSX] Editor performance regression in 5.0 on Mac (when multiple views a...
To reproduce:1. Open attached project2. Open Test scene3. Notice that scene runs at 30 fps4. Maximize Game view5. Notice that scene ... Read more
AutoRotation is not functioning with iOS5.0
To Reproduce: 1. Deploy the attached project to an iOS5 device.2. Observe that AutoRatation is not working (ios native gui windows a... Read more
[WP8] Setting a requirement in the solution causes it to throw an error ...
o reproduce:1. Create a new project2. Build for WP83. Open up the solution4. Open up the WMAppManifest.xml5. In the requirements tab... 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