Search Issue Tracker
Duplicate
Votes
4
Found in
4.5.4f1
Issue ID
633703
Regression
No
Inconsistency between platforms regarding of OnApplicationPause(false) and Start() calls
Steps to reproduce:
1. Download attached project
2. Build and run it on:
Android, iOS: First printed out line will be "Start...".
Standalone, WP8: Printed out lines will be
"pause: False
resume:...
Start:..."
Comments (2)
-
waldgeist
Jul 26, 2019 10:05
It's also pretty confusing that OnApplicationPause() is not being called on iOS anymore if "Behaviour in Background" is set to "Custom", as described in this forum thread:
https://forum.unity.com/threads/onapplicationpause-not-being-called-in-ios-build.455426/
-
Frederic-My
Sep 17, 2014 19:15
Also, the Unity editor on PC doesn't seem to call OnApplicationPause when hitting the Pause button
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
- Typos in High Definition 3D sample tutorials
- “Handles.Repaint called outside an editor OnGUI" error is thrown in the Console when creating a new Tile Palette from the Tile Palette Overlay in Scene view
- Shader Graph window icon is blurry and low quality when the Shader Graph is created using the Universal 2D template
- “Export HDRP Sky to Image” command error message does not indicate that Game view must be visible
- Adaptive Performance Settings Framerate field doesn't display the "supported without VSync" warning, when the field is collapsed in Build Profiles
This is a duplicate of issue #744380