Search Issue Tracker
By Design
Votes
0
Found in
2018.3.9f1
Issue ID
1139041
Regression
No
Invoke is not called if assigning transform.GetChild() to a variable before invoking when playing on Android devices
Reproducible on Standalone, Android and iOS
For the relevant script, open enemyMover.cs
To reproduce:
1. Open attached project "InvokeGetChild.zip"
2. Build and run for android
3. Observe the upper text field
Expected: Invoke() is being called - text field is updated
Actual: Invoke() is not called if transform.GetChild() is called before it at any point (behavior in editor is correct)
Reproduced in: 2018.3.12f1, 2019.1.0f1, 2019.2.0a11
Note1: issue does not reproduced if invoke() is being called before, also does not reproduce if GetChild() is not used when assigning vale
Note2: only reproducible on Android build
Note3: cannot reproduce on 2017.4 due to broken prefabs. Using the scripts on non-prefab gameobjects does not reproduce the issue
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
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note:
Invoke() is not called when transform.getChild() fails first.
Please check that child is available and accessible in Transform.