Search Issue Tracker
Fixed in 5.0.1
Votes
1
Found in
5.0.0f4
Issue ID
678658
Regression
Yes
EditorWindow.update () is not called when UnityEditor is inactive
EditorWindow.update () is not called
From getting to Unity5, when UnityEditor is inactive, it is no longer called EditorWindow.Update () is.
By using EditorWindow to have created a tool, the UnityEditor is no longer called the Update become background () to very troubled due to such data generation process stops.
Do Update as of Unity4.6.x () is called at any time, you will be required, such as at any time additional option called.
How to check
1. Sample project
2. Window -> to display the window in the "Test Editor Window".
3. If UnityEditor is active, Update () is a display that was called at one-second intervals.
4. Transfer the focus to another application, waiting waiting several tens of seconds.
5. When you move the focus to the Test Editor Window of UnityEdtor, log while the focus is moved to other apps it can be seen that that does not appear.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment