Search Issue Tracker
Won't Fix
Votes
1
Found in
2018.4
2019.4
2020.2
2020.3
2020.3.2f1
2021.1
2021.2
Issue ID
1325788
Regression
No
Multiple errors appear in the Console when closing a Scene that contains nested Prefab with HideFlags set to DontSave
How to reproduce:
1. Open the user's attached project
2. In the top bar menu select BugRepro > Reproduce Bug Step 1
3. Select BugRepro > Reproduce Bug Step 2
4. Observe the Console
Expected result: No visible errors present
Actual result: Multiple errors appear in the Console
Reproducible with: 2018.4.33f1, 2019.4.24f1, 2020.2.7f1, 2020.3.3f1, 2021.1.2f1, 2021.2.0a7
Notes:
- The following error appears in the Console:
Cannot destroy GameObject that is part of a prefab instance.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Can't remove TestScript2 (Script) because TestScript1 (Script) depends on it
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Can't destroy Transform component of 'Sphere'. If you want to destroy the game object, please call 'Destroy' on the game object instead. Destroying the transform component is not allowed.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)
The following scene GameObjects were found:
Sphere
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
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
- Memory usage rises when switching scenes with GRD enabled and a loaded texture in URP
- [Quality Hackweek] Terrain Brush Size value is not serialized after deselecting the terrain when using the first instance of multiple Inspectors
- "NullReferenceException" is thrown when setting a long string in TMP with "Atlas Population Mode" set to "Dynamic" and "Multi Atlas Textures" enabled
- TextMeshPro text is misaligned when alignment is set via script
- A DX11 shader error is thrown when compiling shaders for platforms without DX11 support
Resolution Note (2021.2.X):
You must manually apply the flag to the entire hierarchy of game objects you desire to affect.
For Prefab instances in a scene you can set the hideflag on the Prefab instance handle object as a way to set the same hideflags on all the objects of the the Prefab instance (see PrefabUtility.GetPrefabInstanceHandle).