Search Issue Tracker
In Progress
Fixed in 6000.0.0b16
Fix In Review for 2022.3.X
Votes
0
Found in
2022.1.0a1
2022.2.0a9
2022.3.0f1
2023.1.0a4
2023.2.0a6
2023.3.0a3
Issue ID
UUM-66169
Regression
No
AssetDatabase.SaveAssetIfDirty does not automatically check out assets
*Steps to reproduce:*
1. Set up a project under VCS (e.g. P4) with at least one asset in it.
2. Make a script that calls EditorUtility.SetDirty() on the asset
3. Call AssetDatabase.SaveAssetIfDirty() on the asset
\\
*Actual results:*
Asset is not checked out in source control
*Expected results:*
Asset is checked out in source control
\\
*Reproducible with versions:*
2020.3 onwards (landed in 2022.1, and backported)
*Not reproducible with versions:*
*Can’t test with versions:*
\\
*Tested on (OS):*
macOS, Windows
\\
*Notes:*
* Can use something like this to test :
{code:c#}
[MenuItem("Test/Test Version Control Checkout")]
private static void TestVersionControlCheckout()
{
var asset = LoadScriptableObject(); // load an asset
asset.stringField += "_NewContent"; // make some changes
EditorUtility.SetDirty(asset);
// AssetDatabase.SaveAssets(); // ok, will checkout the asset
AssetDatabase.SaveAssetIfDirty(asset); // not ok, will not checkout the asset
}
{code}
Originally raised on the forums: https://forum.unity.com/threads/the-version-control-system-wont-checkout-changed-assets-when-using-assetdatabase-saveassetifdirty.1554779/#post-9685544
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader warnings are being thrown after building Mixed Reality Template
- Error is thrown when entering play mode with build profiles docked and standalone profiler open
- The Player hangs when activating another maximized application
- [XR] Input is not registered and headset view is headlocked after entering Play Mode with Meta XR SDK on 6000.0.0b16 and higher
- Crash on RtlLookupFunctionEntry when using 10 or more GameObjects with Articulation Body component in the scene
Add comment