Search Issue Tracker
Fixed in 4.5.X
Votes
0
Found in
4.2.0f4
Issue ID
553856
Regression
No
Initialization errors with prefab instances
Reproduced on Win 7 on 4.0, 4.1, 4.2, 4.3
Initialization errors with prefab instances
To reproduce.
1. Load scene A1. Press Play.
2. Note the console. You should see -
Monkey 1: AWAKE, enabled = False
Monkey 2: AWAKE, enabled = False
Monkey 1: START - WHY AM I BEING CALLED?
In the (really simple) monobehaviours attached to Monkey 1 and Monkey 2, it prints something in awake, and calls enabled = false to disable itself. However, what happens is one of the components somehow magically re-enables itself, and Start gets called on one of them.
This only seems to happen when the topmost object is a prefab, and the objects themselves are prefabs. It doesn't happen at all when you break the prefab connection.
This is broken in Unity 4.1 & 4.2, not tested in other versions.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Reset UI Builder Layout" functionality inconsistently changes Canva Size when "Match Game View" is enabled/disabled
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
Add comment