Search Issue Tracker
Active
Under Consideration for 2022.3.X
Votes
8
Found in
2022.3.27f1
6000.0.0f1
Issue ID
UUM-71809
Regression
No
LOD Group renderers incorrectly retain their asset path when instantiated using InstantiateAsync
How to reproduce:
1. Open the attached “IN-74727” project
2. Open the “SampleScene”
3. Select the “Test” GameObject in the Hierarchy
4. In the Inspector, press the “Instantiate Prefab” button to create two GameObjects, one using Instantiate, and the other using InstantiateAsync
5. Observe the result in the Console window
Expected result: For both instantiated GameObjects, “IsPersistent” returns false and the renderer asset path is empty
Actual result: The GameObject instantiated with InstantiateAsync shows the renderer asset path as “Assets/Prefab_LOD.prefab” and “IsPersistent” returns true
Reproducible in: 2022.3.27f1, 6000.0.0f1
Could not test with: 2021.3.38f1 (InstantiateAsync is not supported)
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Name of the Material in the Material Hierarchy Popup window is cut off
- Editor freezes on "Reloading Domain" when initiating a Domain Reload in a specific project
- The camera's Gizmos frustum does not display correctly when there is a script containing the OnGUI method
- "InvalidOperationException" and additional errors throw in the Console window when using a custom Composite
- The Visual Effect Graphs Custom HLSL node does not generate errors when the HLSL code used is incorrect
Add comment