Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.5.0p1
Issue ID
860750
Regression
Yes
Unloading Scene destroys runtime created objects, when the same scene has been loaded multiple times additively
To reproduce:
1. Open project that i attached "unloadScene.zip"
2. Open "TestCase1" scene, and play it.
3. Look at the Hierarchy. "TestObject" got destroyed, only "SCENE obj" is left.
4. Stop the "Play mode".
5. In "TestCase1" select "Script" object in Hierarchy. In "Test Script" component, "Scene 2 Name" change from "EmptyScene1" to "EmptyScene2".
6. Play scene again.
7. In hierarchy "TestObject" is not destroyed.
Actual result: When multiple copies of the same scene are loaded using "LoadSceneAsync" and one of them is unloaded using "UnloadSceneAsync" or "UnloadScene", it also destroys runtime created objects.
Expected result: When "UnloadSceneAsync", or "UnloadScene" is called, it only destroys objects which were associated with that scene.
//Reproduces when game object is created with "new GameObject", or with "Instantiate".
Reproduced with: 5.5.0f3, 5.6.0b1
Not reproduced with: 5.4.2f1 //In 5.4 there was only "UnloadScene" but not "UnloadSceneAsync", although the description is the same.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment