Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.16f1
2020.3
2021.1
2021.2
2022.1
Issue ID
1368047
Regression
No
EditorApplication.playModeStateChanged event is inaccurate when raised from Prefab script
How to reproduce:
1. Open the user's attached project
2. Open scene Scenes/SampleScene
3. Press the Play button
4. Observe the Console
Expected result: the load times logged to the Console from the two GameObjects are the same
Actual result: the load time logged from the Prefab is incorrect
Reproducible with: 2019.4.31f1, 2020.3.21f1, 2021.1.26f1, 2021.2.0b16, 2022.1.0a12
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on "The GUID inside 'Assets/asset.png.meta' cannot be extracted by the YAML Parser." when opening the project
- Shadows disappear when looking at a certain angle in Scene view and using Cloud Shadows with Volumetric Clouds
- StackOverflowException freezes or silently crashes the Editor
- Microsoft Surface Device freezes when detaching and reattaching physical keyboard attachment to a Microsoft Surface device in Standalone Player for Windows
- Shadows are cast with artifacts on GameObjects when the light type is set to Point
Resolution Note:
When changing a property on a Prefab instance from script it is important to get it recorded as an override. Otherwise it will not be persisted. And that is the problem happening here: when entering Playmode the scene is reloaded and will lose its changes because RecordPrefabInstancePropertyModifications was not called. To fix this issue in the repro project do this:
private void OnPlayModeChanged(PlayModeStateChange stateChange) {
switch (stateChange) {
case PlayModeStateChange.ExitingEditMode:
playButtonTime = DateTime.Now.Ticks;
PrefabUtility.RecordPrefabInstancePropertyModifications(this); <--- ADD THIS