Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2020.3.X, 2021.1.X
Votes
2
Found in
2020.1.16f1
2020.2
2020.2.0f1
2021.1
Issue ID
1301147
Regression
Yes
Enabling a MeshRenderer from a UnityEvent is not possible in a IL2CPP Build
How to reproduce:
1. Open the "SampleScene" Scene in the attached "EnableRendererTest.zip" Project
2. Make sure IL2CPP is set in Build settings
3. Build and run the scene on an Android device
Expected Behavior: The MeshRenderer is enabled and the figure is visible
Actual Behavior: The MeshRenderer is not enabled
Reproducible with: 2020.1.16f1, 2020.1.17f1, 2020.2.1f1, 2021.1.0b1
Not reproducible with: 2018.4.30f1, 2019.4.17f1, 2020.1.15f1
Note:
- No repro on Mono
- This seems to work on other components like UI Text
- Reproduced on windows/android builds
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
- Graphics.DrawProcedural doesn't work like in DX11 when used with DX12
- [Quest 2] Running Entities Graphics/BatchRendererGroup under Vulkan results in a frame rate drop compared to OpenGLES 3 and causes Tile Binning to cost more
- Filters dropdown: Window doesn't rescale on items collapse
- Sprite Preview is broken when the Sprite is too tall or too wide
- Objects are invisible in Scene view when using Wireframe Shading Mode
Resolution Note (fix version 2021.1):
Fixed in 2021.1.2f1