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
- [Linux] Cannot reorder GameObjects in the Hierarchy when the AI Assistant package is installed
- [iOS] Text Input field stops receiving changes when the "Cancel" button is used on the soft keyboard
- [WebGPU] URP RenderGraph RenderPass doesn't clear textures
- Query Builder items display raw code style names instead of human readable labels in search field
- “+” button does nothing and has no functionality when clicked in Human Template "Bone Template" list
Add comment