Search Issue Tracker
By Design
Votes
0
Found in
2020.3
2021.2
2022.1
2022.2
2022.2.0a10
Issue ID
1417900
Regression
No
PrefabUtility.IsPrefabAssetMissing does not recognize GameObjects with missing Prefabs during Test
Reproduction steps:
1. Open attached project "IsPrefabAssetMissing.zip"
2. In Test Runner window, PlayMode tab, run the "_02_Missing_Prefabs" test
3. Observe Test Runner window results and Console window
Expected result: Test fails, missing Prefabs are listed in Console
Actual result: Test succeeds, no missing Prefabs are listed in Console
Reproducible with: 2020.3.33f1, 2021.2.19f1, 2022.1.0b12, 2022.2.0a10
Could not test with: 2019.4.36f1 (errors break project)
Note:
This also reproduces with the other type of missing prefabs, where the GameObjects are inactive and their name is appended with "(Missing prefab with guid: <...>)"
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
In playmode all prefab connections are removed. This means that all calls to IsPartOfPrefabInstance and IsPrefabAssetMissing would return false.
So it's expected behavior that the test fails as IsPrefabAssetMissing returns always false in playmode.