Search Issue Tracker
Active
Under Consideration for 6000.5.X
Votes
2
Found in
6000.0.45f1
6000.1.14f1
6000.2.0b13
6000.3.0a3
6000.4.0a1
6000.5.0a1
Issue ID
UUM-113050
Regression
No
Material properties are lost when setting a parent that hasn't been loaded yet
Reproduction steps:
1. Open the attached “IN-108816” project
2. Select “test/matC” Material in the Project window
3. Select “Flatten Material Variant” option from the Inspector window’s context menu
4. Repeat steps 2-3 with “test/matD” material
5. Restart the Editor
6. Drag “test/matB” Material onto “test/matC” Material
7. Drag “test/matB” Material onto “test/matD” Material
OR
1. Open the attached “IN-108816” project
2. Flatten the materials and unload unused assets (Tools > Test Material Bug part1)
3. Assign “matB” Material as parent of “matC” Material (Tools > Test Material Bug part2)
4. Assign “matB” Material as parent of “matD” Material (Tools > Test Material Bug part3)
Expected result: Both “matC” and “matD” materials keep their properties
Actual result: “matC” material properties are reset while “matD” material properties are preserved
Reproducible with: 6000.0.54f1, 6000.1.14f1, 6000.2.0b13, 6000.3.0a3
Reproducible on: Ubuntu 25.04, Windows 11
Not reproducible on: No other environment tested
Comments (1)
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
aciil
Jul 30, 2025 00:49
Use case of this bug appearing is crafting a custom inspector for shaders. Such as If you do automation to swap the MaterialEditor's parent material during a shader swap (the shaders are almost identical in structure and editor path but with optimizations): you will likely see this happen during the management of the parent material (will happen when the editor is freshly launched).
As you are not able to swap the shader in the MaterialEditor until the parent material reference is null, the parent material will end up manually stored and migrated into this strange disk load state where the reproducible bug here is found.