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Unity becomes unresponsive when doing long imports
Unity becomes unresponsive and even doesn't redraw when doing long imports (for example case 410940). Unity should redraw and would ... Read more
Texture Importer: Let users know the progress of applying changes to lar...
Let users know the progress of applying changes that takes long time to apply. When changing the Target size of a Substance Materia... Read more
AssetPostprocessor - Add firstImport flag in OnPreprocessModel
We should add "bool firstImport" parameter in AssetPostprocessor.OnPreprocessModel that would allow users to set the import settings... Read more
MINOR: Resetting project settings doesn't work properly
Reset doesn't work at all in: - Project Settings -> Tags - Project Settings -> NavMeshLayers - Project Settings -> Audio - Project S... Read more
UnityScript should check scope of variables in strict mode
UnityScript does not seem to handle scope of local variables correctly. Take the following simple script: function Start () { i... Read more
Script names should disallow spaces
Creating C# or Boo script with spaces in the file-name does not match class-name in script, which means the MonoBehaviour can't be a... Read more
Recursive serialization makes unity fail badly
See the attached project. There is no crash as such but the editor enters an infinite loop and leaks memory in the specified cases. ... Read more
Terrain brush shadow disappears when Terrain Y transform position is be...
Terrain brush shadow disappears when Terrain Y transform position is -800 <-> +1000. Repro Steps: 1) Create new project 2) Create... 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
- [tvOS] Provisioning Profile Type is ignored when it is set to "Distribution"
- Top-level lists are handled differently than nested lists when using JsonUtility.FromJson
- Console does not display Deprecation Warnings for certain packages
- Decal's fade occurs inconsistently when Scene and Game views are both open
- Not all Post-processing Overrides are visible when Camera Stack is applied