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Fixed
Fixed in 6000.0.60f1, 6000.2.6f1, 6000.3.0b3, 6000.4.0a1
Votes
0
Found in
6000.0.54f1
6000.1.12f1
6000.2.0b10
6000.3.0a3
6000.4.0a1
Issue ID
UUM-112569
Regression
No
Build Profile with Override Global Scene List ignored when using SceneUtility.GetBuildIndexByScenePath in OnBeforeSerialize before Domain Reload
Reproduction steps:
1. Open the attached “IN-108896.zip” project
2. Open the “Scene default” Scene
3. From the Hierarchy, click on the "## CLICK ME ##" GameObject
4. Click “Reload scripts” in the Inspector
5. Observe the Console logs
Expected result: SceneUtility.GetBuildIndexByScenePath() should return valid build indices for scenes in the active Build Profile, with "Scene override.unity" returning index 1
Actual result: SceneUtility.GetBuildIndexByScenePath() returns -1 for "Scene override.unity" because it only checks global Build Settings, ignoring the active Build Profile
Reproducible with: 2023.1.0b1, 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a3
Reproducible on: Windows 10 (user reported), Windows 11
Not reproducible on: No other environment tested
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Resolution Note (fix version 6000.4.0a1):
Verified fixed in 6000.4.0a1 build profile with Override Global Scene List no longer ignored when using SceneUtility.GetBuildIndexByScenePath in OnBeforeSerialize before Domain Reload
Resolution Note (fix version 6000.3.0b3):
Resolved in 6000.3.0b3, Override Global Scene List is no longer ignored
Resolution Note (fix version 6000.2.6f1):
Resolved in 6000.2.6f1, Override Global Scene List is no longer ignored
Resolution Note (fix version 6000.0.60f1):
Verified fixed in 6000.0.60f1 build profile with Override Global Scene List no longer ignored when using SceneUtility.GetBuildIndexByScenePath in OnBeforeSerialize on domain reload