Search Issue Tracker
Fixed in 7.1.2
Votes
0
Found in [Package]
7.1.1
Issue ID
1183815
Regression
Yes
Deleting subgraph that is referenced and plugged into another node in shadergraph corrupts the shadergraph
Does not reproduce in 7.0.1
Repro steps:
1. Use project with universal RP
2. Create a new shadergraph
3. Create a new subgraph
4. Drag the subgraph into the shadergraph and plug it into the master node (or any other node)
5. Save the shadergraph and close the tab
6. Delete the subgraph
7. Try to open the shadergraph
Expected result: the shadergraph will open with an indicator showing that the subgraph is invalid
Actual result: the shadergraph will not open and errors will print to console
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Add comment