Search Issue Tracker
Fixed in 1.2.18
Votes
0
Found in [Package]
1.6.1
Issue ID
1345028
Regression
No
AssetDatabase Refresh causes Timeline to save deleted subAssets into TimelineAsset
Reproduction steps:
1. Create a new 3D project
2. Open Scene "SampleScene"
3. Open Timeline window from Window > Sequencing
4. Select GameObject "Main Camera" from the Hierarchy tab
5. Select the button "Create" in the Timeline window
6. Add Activation Track in Timeline window
7. Open Timeline Playable Asset file from File Explorer
8. Save Scene in Unity Editor
9. Observe Timeline Playable Asset file
10. Delete Activation Track in Timeline window
11. Refresh Assets
12. Save Scene
13. Observe Timeline Playable Asset file
Expected result: There are no subAssets saved into TimelineAsset
Actual result: There are subAssets saved into TimelineAsset
Reproducible with: 1.2.18 (2019.4.28f1)
Not reproducible with: 2018.4.36f1, 1.2.18 (2019.4.29f1), 1.4.8 (2020.3.14f1), 1.5.6 (2021.1.151f1), 1.6.1 (2021.2.0b4, 2022.1.0a2)
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 nvoglv64.dll when opening a project
- [RenderGraph] [CameraStacking] Passes are failing when CameraStacking and RG are enabled
- Physics and Raycast have different behavior when enum is exposed in the Editor
- TextField's text is mixed up and overlapping when "Noto Sans-Display" font is used
- TutorialManager Warnings are thrown when creating Test Track, LEGO or 2D Platform microgame template projects
Resolution Note (fix version 1.2.18):
Fixed in: 2019.4.29f1