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Universal: Material with Standard shader can be rendered opaque when set...
Both for Forward and Deferred rendering path particles that uses material with Standard shader in Tranparent mode can be rendered as... Read more
Overridden virtual functions cannot be used as Animation events
To Reproduce: 1.Write an overridden virtual function just like Event4() in Arrow.cs and ArrowBase.cs, in the attached project. 2. Cr... Read more
[Widows Store Apps] Touchscreen keyboard appears and hides tapping 2x on...
Touchscreen keyboard appears and hides tapping 2x on uGUI input field. This doesn't happen on old Unity GUI. Repro steps:1. open att... Read more
[Windows Store Apps] backspace doesn't work on uGUI input fields
Repro steps:1. open attached project, which has input fields;2. build to WSA platform and deploy on tablet;3. select input field and... Read more
Input field reports that "using a non upper alignment with input is unsu...
Steps to repro:1. Add an input field to a text gameobject2. Observe the notification:using a non upper alignment with input is unsup... Read more
Standalone build is TopMost window even when trying to put something els...
To reproduce:1) Make an empty project2) Make a windows standalone build, make sure that you allow yourself to go to windowed mode th... Read more
Only one Game tab receives Keyboard input
Steps to reproduce:1. Download attached project.2. Click to focus on one Game tab, press any keyboard key, input will be shown as tr... Read more
Serialization doesn't work on a List of generic objects
To Reproduce: Open the attached project, observe that 'public List<BaseItem<T>> PreparedItems;' from 'Custom List' scrip... Read more
TextMesh front does not correspond with the "Forward" vector of the game...
To reproduce:1. Create a TextMesh object2. Notice that the game objects Forward vector (blue arrow) faces the back of the text This ... 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