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A false pop-up appears when modifying a script and having Recompile After Finished Playing set



Update/Note: we decided to revert this change as users were asking to return this option

How to reproduce:
1. Open the attached "" project
2. Open the Sample Scene
3. Go File -> Preferences -> General -> Script Changes While Playing and set "Recompile After Finished Playing"
4. Enter the Play Mode
5. Open the "script.cs" script
6. Modify the script and save it
7. Go back to the Editor

Expected results: No pop-ups appear
Actual results: A "Recompiling Scripts" pop-up appears - that means that Editor still recompiles scripts, but the Domain Reload is not happening which means that script changes don't apply until you exit Play mode

Reproducible with: 2021.1.0a8, 2021.1.3f1, 2021.2.0a13
Not reproducible with: 2018.4.34f1, 2019.4.23f1, 2020.3.4f1, 2021.1.0a7

Comments (3)

  1. vcrn

    Nov 03, 2022 16:47

    Still an issue in 2021.3.12f1.

  2. LegacySystem

    Oct 10, 2022 11:22

    I was shocked, there was lots of error when we updated to 2021.3.10. All the static field throws null exception. We were happy just the way it was. But unity just decided it was not working.

  3. castor76

    Sep 05, 2022 02:42

    Solution for this problem introduced in 2021.3.9f1, which is to refresh asset changes only outside playmode is actually not a good idea because what we really want is to have option to have
    "only" scripts to be auto refreshed outside playmode, but not the all other assets. This global option to make all assets to auto refresh outside playmode is bad because we do want auto refresh on assets like textures, audio etc, but just not on the scripts.

    We need this option back, and actually make it work if it was not working as intended. What my experience with this option was, the script did compile but was not actually reloading so which was really fine and was working as intended in practice in my opinion. Maybe the wording was wrong but what it was needed to do in practice was just fine.

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