Search Issue Tracker
Fixed
Votes
1
Found in
2017.2.1f1
Issue ID
979796
Regression
Yes
OnEnable() is called before Reset() with ExecuteInEditMode enabled
Steps to reproduce:
1. Open attached “ExecutionOrder.zip” Unity project
2. Open “Test” scene
3. Go to Assets->Test->CreateTestObject
4. Observe Console window
Expected results:
Reset() is called before OnEnable()
Actual results:
OnEnable() is called before Reset()
Reproduced in 2018.1.0b1, 2017.3.0f3, 2017.2.1p1, 2017.1.2p4, 5.6.5f1, 5.6.0f1
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
This behavior won't be changed to avoid impacting existing Projects. The execution chart on https://docs.unity3d.com/Manual/ExecutionOrder.html was updated in Feb 2018 to reflect when OnEnable() is called.