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Fixed in 2022.2.X



Found in







Issue ID




Objects which are instantiated as Children and have HideFlags.DontSave flag don't get destroyed when entering a different scene

Scene Management


Reproduction steps:
1. Open "CubeTest" project
2. Open "Test" Scene
3. Select the "TestScript" Object in the Hierarchy
4. Enable the "Test (Script)" component
5. Observe the cube in the Scene view.
6. Create an empty scene File -> New Scene

1. Open "CubeTest" project
2. Go to Window -> General -> Test Runner
3. Press "Run All"

Expected result: Cube with HideFlags.DontSave flag doesn't appear in a newly created scene
Actual result: Cube with HideFlags.DontSave flag appears in a newly created scene

Reproducible with: 2019.4.38f1, 2020.3.33f1, 2021.3.1f1, 2022.1.0a16, 2022.1.0f1, 2022.2.0a11
Not reproducible with: 2022.1.0a1, 2022.1.0a15

Note: If testing with Test Runner, the issue is reproducible when tests fail

  1. Resolution Note (fix version 2022.2):

    Fixed in: 2022.2.0a13

    The behavior described is by design and it was actually a bug that triggered the old behavior.
    When marking this bug as resolved, we will not change the current behavior but instead update the documentation and added examples for HideFlags.DontSave (in the context of HideFlags.DontSaveInBuild and HideFlags.DontSaveInEditor) to better explain what to expect from HideFlags.DontSave.

    When setting the HideFlags of a root GameObject with HideFlags.DontSave, you are expected to manage the lifetime of the GameObject hierarchy and destroy it when needed. The children follow the lifecycle of the parent, as is the norm in Unity.

Comments (1)

  1. Xtro

    May 10, 2022 16:20

    Unity is "BUG by Design".

    This is NOT FIXED AT ALL. They just don't care about a very serious bug which surfaced in a recent Unity version.

    If my life didn't depend on it, I would quit it this very moment.

    Young developers: DON'T USE UNITY for the sake your own future.

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