Search Issue Tracker
By Design
Votes
0
Found in
2019.1.0a1
2019.1.0b1
2019.2.0a1
Issue ID
1123839
Regression
Yes
Prefab that was disabled during Play Mode stays disabled after exiting Play Mode when Vuforia-AR support is installed
How to reproduce:
1. Open the user's project
2. Notice that the "GameObject" in the Hierarchy is enabled
3. Enter the Play Mode
4. Exit the Play Mode
Expected Result: After exiting the Play Mode "GameObject" is enabled again
Actual Result: "GameObject" is disabled
Reproducible with: 2018.3.5f1, 2019.1.0b2, 2019.2.0a4
Not Reproducible with: 2017.4.20f1
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
- Animator state transition preview clips are flickering when zooming in
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
- "DebugAllocatorMode" option changes when changed in another Editor instance
Resolution Note (2019.2.X):
In 18.4 and later this is by design: Note "Under a certain condition Vuforia calls AssetDatabase.SaveAssets, although Application.isPlaying is already true. This in turn saves a changed state of the Prefab back to disk, that is only ment to be temporarily during play mode.". The Vuforia package needs to change its logic here, it seems it is changing a Prefab Asset when in fact it should only change the state of the GameObject in the Scene.