Search Issue Tracker
Fixed in 2022.3.38f1
Fixed in 2022.3.X, 6000.0.X, future release
Votes
3
Found in
2022.3.12f1
2023.1.18f1
2023.2.0b15
2023.3.0a11
6000.1.0a7
6000.2.0a1
Issue ID
UUM-54568
Regression
Yes
"AssetPostprocessor.OnPostprocessAllAssets" is called twice when creating an asset, and if a change is only made on the first call, we loose it
How to reproduce:
1. Open the user’s attached “Test AssetPostprocessor - 2022.zip” project
2. Go to Menu > Test > Reset updated paths
3. In the Project window right, click > Create > Thing
4. Select the newly created “New Thing.asset”
5. Observe the “Text” Text field in the Inspector window
Expected result: The text field is “Postprocessor text”
Actual result: The text field is empty
Reproducible with: 2022.1.0a7, 2022.1.24f1, 2022.3.12f1, 2023.1.0b15, 2023.3.0a11
Not reproducible with: 2021.3.31f1, 2022.1.0a6
Reproduced on: macOS 13.5.2 (Intel), Windows 10 Pro
Not reproducible on: No other environment tested
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
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
Resolution Note (fix version 6000.0):
Fixed an issue with ordering of processing newly created ScriptableObjects. Awake() is now the last step as expected and is no longer called twice.
Resolution Note (fix version 2022.3):
Fixed an issue with ordering of processing newly created ScriptableObjects. Awake() is now the last step as expected and is no longer called twice.