Search Issue Tracker
Fixed in 2021.1.X
Votes
0
Found in
2018.4
2019.4
2020.1
2020.2
2021.1
2021.1.0a2
Issue ID
1287275
Regression
No
[Profiler] Null reference Exception thrown on maximizing 'UI System Preview' Window
Under 'UI Details' Profiler Module on detaching 'UI System Preview' Window, when it is docked and maximized, Null reference Exception thrown in console. Refer attached video
Steps to repro:
1. Create a new project.
2. Menu > Window > Analysis > Profiler
3. Select UI Modules > "Detach" window tab
4. Drag and Dock 'UI System Preview' Window > Maximize
Actual Result:
Null reference Exception is thrown on maximizing 'UI System Preview' Window
Expected Result:
On maximizing 'UI System Preview' Window, it should get maximized without any error in the console.
Occurring on:
2021.1.0a2, 2020.2.0b9, 2020.1.11f1, 2019.4.11f1, 2018.4.0f1
Environment:
Only on macOS 10.15
Stack Trace:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.WindowLayout.MaximizePresent (UnityEditor.EditorWindow win) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:972)
UnityEditor.WindowLayout.Maximize (UnityEditor.EditorWindow win) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:902)
UnityEditor.DockArea.Maximize (System.Object userData) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:609)
UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String[] options, System.Int32 selected) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/GenericMenu.cs:124)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
- Character animation freezes when toggling animator on/off in a coroutine
- Certain textures are incorrectly marked in the render pass list when observed through Render Graph Viewer
Add comment