Search Issue Tracker
Fixed in 5.0.X
Votes
0
Found in
4.3.0a1
Issue ID
550902
Regression
No
EditorUserBuildSettings.SwitchActiveBuildTarget() does not update build settings fully
SwitchActiveBuildTarget() switches the active build target but when used with a standalone target, does not update EditorUserBuildSetting's internal state correctly such that it will display as it should in the project's build settings.
This affects both the method and using the -buildTarget command-line switch.
Reproduction with -buildTarget:
- Open Editor and set the target platform to: PC, Mac & Linux -> Linux x86.
- From console run the command: Unity -buildTarget PC
(or use any other parameter to switch the target architecture or standalone platform)
When Editor opens, see that the parameter was ignored. The target platform is still set to Linux.
Reproduction with SwitchActiveBuildTarget:
- Put the BuildTargetSwitch.cs script in Assets/Editor.
- Select Windows standalone as the current build target from the build dialog.
- Select "Switch to Linux" from "My Menu" in the menu bar.
- Observe that the build dialog still shows Windows as the current build target.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment