Search Issue Tracker
Fixed in Unity 2019.3
New ScriptableObject variable references are not reloaded when changing branch in VCS until Editor is restarted
How to reproduce:
1. Open the attached project ("UnityBug_ScriptableObjectGit")
2. Locate the asset file "ScriptableObjectReferences" and notice that it has 4 references
3. Switch branch to "master" (open a command prompt at the root of the extracted folder and type "git checkout master")
4. Wait until it is complete and switch back to the Unity window.
5. Verify that the asset file "ScriptableObjectReferences" only has 2 fields declared and assigned (Example1, Example2).
6. Switch branch to "exampleBranch" (open a command prompt at the root of the extracted folder and type "git checkout exampleBranch").
7. Observe the "ScriptableObjectReferences" file again
Expected result: The asset references are re-added correctly and show appropriate reference files assigned to them as in the 2nd step
Actual result: The asset file "ScriptableObjectReferences" now has 2 fields with assigned references (Example1, Example2) but the fields "Example1Extra" and "Example2Extra" do not have a reference set. Closing and reopening the Editor will reassign the references correctly.
Reproduced in: 2019.3.0a2, 2019.2.0b2, 2019.1.3f1
Couldn't test with: 2018.4.0f1 (Due to multiple script errors)
Note: You could open the asset file in a text editor and see that the references are correctly assigned in the actual file. When saving the project/performing a diff, no changes are detected.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [TextMesh Pro] Using Ellipsis overflow causes some Emojis to turn into a Square when truncated
- Editor: Assembly icons are not shown correctly.
- [VR]Editor Crashes when exiting the Play Mode if VR support is enabled and a Particle System is emitting mesh instances
- Object with ISerializationCallbackReceiver Interface receives Serialization Callback when it has a private access level
- AssetModificationProcessor.OnWillCreateAsset Callbacks are inconsistent with different Assets