Search Issue Tracker
Fixed in 2018.2.X
Votes
5
Found in
5.6.0f3
Issue ID
898537
Regression
No
[iOS] Awake-Start order is different when loading multiple scenes
Reproduction steps:
1. Open the attached "Str" project.
2. Build and run it for iOS.
- Two scenes are combined, first scene loads a second scene additively in Awake.
- Order of calls is printed.
Actual result:
- Scene 1 awake
- Scene 1 start
- Scene 2 awake
- Scene 2 start
Expected result:
- Scene 1 awake
- Scene 2 awake
- Scene 1 start
- Scene 2 start
Not reproducible with:
Android(Mono2x, IL2CPP), OSX Standalone, Editor
Reproduced with:
iPad Air 8.1.1
5.5.3p1, 5.6.0f3, 2017.1.0b1
Mono2x, IL2CPP
Comments (4)
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
- WebGL Player with WebGPU Graphics API fails to render Scene when custom Render Feature is used
- “EndLayoutGroup” error thrown when changing Shader Precision Model settings in Build Profiles window > Player Settings Overrides
- Button hover state uses default theme color when a custom .uss is applied
- Samples Showcase script warning does not clear after enabling required settings until GameObject is reselected
- VFX Particles receive shadow artifacts when using ShaderGraph with enabled shadows and Face Camera Plane Orient mode
gtzpower
Feb 13, 2018 15:12
This seems to be a problem in 2017.3.0 as well. Even in the editor with 2 scenes opened, it seems like awake is called in order of scenes being loaded into the editor, even though execution order defines a specific order.
IgorAherne
Dec 15, 2017 02:31
In fact, Expected result never happens - even on standalone.
When both scenes are loaded (we wait for async operations to complete, then activate them), the "Actual result" happens both on standalone and on iOS
IgorAherne
Dec 15, 2017 01:38
Reproduced in 2017.2.0f3, iOS Metal emulation, IL2CPP .Net 4.6
IgorAherne
Dec 15, 2017 01:36
what the f!!