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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
This is a duplicate of issue #744380