Search Issue Tracker
By Design
Votes
0
Found in
2018.3
2019.1
2019.2
2019.3.0a1
2019.3.0a2
Issue ID
1152748
Regression
No
Inconsistent results between Build and Build & Run when errors occur during building
In the attached project, an animation controller is present with missing parameters - this causes errors to occur during the building process. When building however, the build result will be different depending on whether you using Build or Build & Run
Build - Errors appear during the build process but the build is successful and the files are deposited in the build location
Build & Run - Errors appear during the build process, the build fails and files are not deposited in the build location
1. Launch Unity
2. Open the attached project
3. Open SampleScene.scene
4. Create a build using File > Build
5. Create a build using File > Build & Run
Expected Result:
The two methods of building should yield the same build results.
Actual Result:
Building via "Build" is successful, but building via "Build & Run" fails.
Tested on Windows.
Occurs on 2017.4.f21, 2019.3.0a2
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
- UI Overlay Image gets darker on each Camera when multiple Cameras are used
- Assertion failed on expression: 'scriptedImporterClass == SCRIPTING_NULL error when opening the standalone profiler window
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
Resolution Note:
The "Build & Run" option uses the BuildOptions.StrictMode option that causes the build to fail for all errors and exceptions. "Build" does not use this option for legacy reasons and only fail when a "BuildFailedException" is thrown.