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By Design
Votes
0
Found in
2022.3.61f1
6000.0.51f1
6000.1.7f1
6000.2.0b4
Issue ID
UUM-108959
Regression
No
Behaviour.isActiveAndEnabled desyncs when checked from a sibling component during OnEnable/OnDisable
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Repro.unity“ Scene
3. Enter the Play Mode
4. Observe the Console window
Expected result:
When the GameObject is enabled:
“Secondary OnEnable: enabled=True activeInHierarchy=True isActiveAndEnabled=True (Should be True)” should be displayed
When the GameObject is disabled:
”Secondary OnDisable: enabled=True activeInHierarchy=False isActiveAndEnabled=False (Should be False)” should be displayed
Actual result:
When the GameObject is enabled:
“Secondary OnEnable: enabled=True activeInHierarchy=True isActiveAndEnabled=False (Should be True)” is displayed
When the GameObject is disabled:
”Secondary OnDisable: enabled=True activeInHierarchy=False isActiveAndEnabled=True (Should be False)” is displayed
Reproducible with: 2022.3.61f1, 6000.0.51f1, 6000.1.7f1, 6000.2.0b4
Reproducible on: Windows 11
Not reproducible on: No other environment tested
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Resolution Note:
The check is functioning as designed. The unwanted value is returned due to Intermediate script executing before Primary or Secondary object executes OnEnable.
This is documented in our Scripting API:
https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Behaviour-isActiveAndEnabled.html
In order to solve this push back Intermediate script execution in Script Execution Order menu in Project settings.