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Scripts are always recompiled when building SceneAssetBundles
To Reproduce: 1. Open the project attached to the post. 2. Goto 'Bundle Builder' in menubar. 3. In the opened editor window select e... Read more
"compile error" messages can be cleared when clearing console
To reproduce:1. Open the attached project and import it to unity 5.x2. Observe that there are errors related to script updating, rei... Read more
D3D device reset failed [invalid call] when trying to open regedit
To reproduce this issue: 1. Open a new project2. Go to Players SettingsOnly with 'Use Direct3d11' disabled in Players Settings ( Edi... Read more
[WSA] uGUI project scene doesn't work on WSA and WP builds
uGUI "Drag And Drop" scene crashes on Windows Phone and Windows Store Apps platforms. Reproducible on 5.0.0b9; Getting output on WSA... Read more
uGUI lighting scene box is magenta on WP8
To reproduce:1. Open attached project2. Include the lighting scene in the build3. Build & run for WP84. Notice that the box is m... Read more
Drag and Drop scene doesn't work in standalone build
Steps to reproduce : - import the UI Example Project- build and run the Drag and Drop scene and notice that it's not functional *Not... Read more
Order in layout is lost after upgrading the project to 5.0
Steps to reproduce : - create a new project in 4.6- create a few buttons- add an empty game object with the Grid Layout component an... Read more
Runtime PolygonCollider2D generation on Android is different than in Editor
PolygonCollider2D doesn't get adjusted on Android whereas on other platforms it works normally. Read more
AssetBundle.Unload errors
-e: On Linux, you can't call AssetBundle.Unload(false) at all. The first call will report: "AssetBundle.Unload(false) shouldn't be c... Read more
Calling Move() on the GameObject which has Rigidbody and CharacterContro...
Summary of discussion: This behavior is the same as 4.x, but in 4.x it would miss small colliders which 5.0 got better at due to new... 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