Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.3.3p1
Issue ID
774344
Regression
No
There's no way to determine the reason behind each of multiple calls of OnPostprocessAllAssets
Steps to reproduce:
First of all, multiple calls is by design so there's no bug in this aspect.
1. Open attached project
2. Open scene "test"
3. Clear the console
4. In scene "test" move some object so that it would become dirty
5. Save the scene
6. Notice that OnPostprocessAllAssets is called 3 times
7. Clear console
8. In Project tab, select material "efasdsad" and edit it
9. In top menu select "File > Save Project"
10. Notice that OnPostprocessAllAssets is called 2 times now
Problem with this behavior: Users can't determine which call of OnPostprocessAllAssets does what so there isn't much of the use case of having multiple calls. Also, since the number of calls can differentiate depending on the action performed in editor users can't "just skip some calls untill the final one and execute code then".
Reproduced with: 5.1.4f1, 5.2.4f1, 5.3.3p1, 5.4.0b8
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android][Vulkan] Crash on /system/lib/libandroid.so (ANativeWindow_setBuffersGeometry+4) when the Vulkan Graphics API is used
- Event handlers are preventing operations when trying to copy or paste HTML text in the WebGL Player
- [macOS] Crash on __pthread_kill when Exporting a Package while another export is in progress
- Crash on TransformAccessDestroyCallback when removing a URP Decal Projector component from a parent GameObject that had a URP Decal Projector child GameObject
- [ShaderGraph][URP Sample] Shader error in 'Shader Graphs/Screen_Graph': 'SHADERGRAPH_BAKED_GI'
StaffanEk
May 11, 2017 13:32
This would be solved with the introduction of an "OnFinishedPostProcessing" callback, but I doubt anyone will read this comment since you can't even vote on this "non-issue".