Search Issue Tracker
Won't Fix
Votes
11
Found in
2018.4
2019.4.3f1
2020.2
Issue ID
1262951
Regression
No
Platform #define directives & user defined directives are not updating when SwitchActiveBuildTarget() is used
How to reproduce:
1. Open the attached "UnitTestMacro.zip" project
2. In Menu Toolbar select "ManualBuild" -> Switch to UWP
3. In Hierarchy Window select "Camera" GameObject -> See the error in the Inspector Window
4. Click on "ManualBuild" -> select "Server Build"
5. Select "Camera" GameObject -> see the error in Inspector Window again
Expected result: The error no longer appears as the Build was switched back to Standalone
Actual result: The error still appears
Reproducible with: 2018.4.25f1, 2019.4.5f1, 2020.1.0f1, 2020.2.0a19
Notes:
- The issue does not appear when changing Build targets through the Build settings
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
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note:
SwitchActiveBuildTarget is async but build is synchronous, the editor wont have a chance to reload. AssemblyReloadEvents.afterAssemblyReload can be used to notify that the assembly load is completed before building.