Search Issue Tracker
Fixed in 2018.3.X
Votes
2
Found in
5.3.0b4
Issue ID
739081
Regression
No
Mute audio option state isn't saved and is always disabled when editor is reopened
This works in current trunk version, no idea when it was fixed, but probably quite a long time ago.
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
WillemKokke
Jul 19, 2016 22:46
I find this slightly annoying as well, so I've written the following editor script to do this for me:
using UnityEditor;
[InitializeOnLoad]
public static class EditorMuteAudioState
{
static EditorMuteAudioState()
{
EditorUtility.audioMasterMute = EditorPrefs.GetBool("WKGameViewAudioMute", false);
EditorApplication.playmodeStateChanged += () =>
{
EditorPrefs.SetBool("WKGameViewAudioMute", EditorUtility.audioMasterMute);
};
}
}