Search Issue Tracker
By Design
Fixed in 2019.3.X
Votes
0
Found in
2019.3.0b9
2019.3.0f3
2020.1.0a11
Issue ID
1209226
Regression
Yes
Parent class Awake method is not called when Reload Scene setting is disabled and child class has [ExecuteInEditMode] attribute
How to reproduce:
1. Open the user-submitted project
2. Open the Sample Scene
3. Enter Play mode
Expected results: "Awake was called: True" is printed
Actual results: "Awake was called: False" is printed
Reproducible with: 2019.3.0b9, 2019.3.0f4, 2020.1.0a11, 2020.1.0a18
Not reproducible with: 2019.3.0b8, 2020.1.0a9
Notes:
The issue is not reproducible on Unity 2019.2 and below, because Enter Play Mode Settings functionality is not available.
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
- SpeedTree importer fails to import .st files when path to the project includes a special character
- [VFX Graph] HSLS Redefinition error when input have the same name as attributes
- [VFX Graph] HLSL VFXFIXED_RAND isn't working
- Crash on Meta Quest 2 when using Vulkan
- Greyed out Icon for Tool Context is misaligned in the Tools Overlay in the URP 3D Sample Template
Resolution Note (2020.1.X):
This is an intentional change and by design.
See "Important differences due to skipping Scene Reload" in this thread: https://forum.unity.com/threads/configurable-enter-play-mode.768689/
"ExecuteInEditMode/ExecuteAlways scripts are not destroyed/awaken - no OnDestroy/Awake calls for those.
Watch out for Awake/OnEnable methods which check EditorApplication.isPlaying property - Awake is not called and OnEnable is called only when EditorApplication.isPlaying is already true on Play Mode change."
For any further discussion regarding this issue, we recommend that you discuss it in the thread: https://forum.unity.com/threads/configurable-enter-play-mode.768689/
The issue has been fixed in Unity 2020.1.0a23 and above