Search Issue Tracker
By Design
Votes
0
Found in
5.4.3f1
Issue ID
874877
Regression
No
SceneManager.SetActiveScene() does not set active scene when called in Awake()
To reproduce:
1.Download and open attached project.
2.Open scene "Scene".
3.Open NewBehaviourScript.cs and uncomment the call to Test() method in Awake(line 37).
4.Enter Play mode.
Expected result: SceneManager.SetActiveScene() sets "Scene" as active scene and gameObject "Test after returning to previous scene" is created in scene "Scene".
Actual result: SceneManager.SetActiveScene() does not set "Scene" as active scene and gameObject "Test after returning to previous scene" is created in "Temporary Scene" scene.
Reproduced with: 5.6.0b5, 5.5.1f1, 5.4.3f1, 5.3.7p3
Notes: If Test() method is called from custom created editor MenuItem, everything works as expected.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Window preview appears on a different monitor when undocking and dragging a window with a high-resolution monitor set up on the right and a low-resolution monitor on the left.
- Probe Volume Baking Set Reference Documentation is missing
- Crash on RendererScene::NotifyInvisible when entering Play mode after undoing a change within the scene with Ctrl+z
- [iOS] Final Image misaligned when using "ScalableBufferManager.ResizeBuffers" to resize
- GameObjects are not updating when Materials and Cubemaps are updated from Environmental Reflections
Add comment