Search Issue Tracker
Fixed in 2022.1.X
Fixed in 2021.2.X
Votes
0
Found in
2020.1
2020.1.0b16
2020.2
2021.1
Issue ID
1274994
Regression
Yes
Calling LoadAssetAtPath during DomainReload returns null asset if asset is in modification list as well as a script
How to reproduce:
1. Create an asset (i.e. a shader)
2. Create a class with [InitializeOnLoad] in it, and call AssetDatabase.LoadAssetAtPath(path_to_shader) in the constructor, notice result is NOT null.
3. Focus back to the editor
4. Modify the .shader and the C# script without focusing back on the editor
5. Refresh the editor
Reproduces with: 2020.1.0b16, 2020.1.17f1, 2020.2.0f1, 2021.1.0a10
Does not reproduce with: 2019.4.17f1, 2020.1.0b15
Could not test with: 2018.4.30f1
Expected results: The result of AssetDatabase.LoadAssetAtPath is not null
Actual results: The result of AssetDatabase.LoadAssetAtPath is null
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Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0a7
InitializeOnLoad shouldn't be used for asset loading, because it is called before asset importing is completed. A new variant of OnPostProcessAllAssets has been added and documented:
https://docs.unity3d.com/2021.2/Documentation/ScriptReference/AssetPostprocessor.OnPostprocessAllAssets.html
Resolution Note (fix version 2021.2):
Fixed in 2021.2.0b13