Search Issue Tracker
By Design
Votes
0
Found in
5.6.5f1
Issue ID
990714
Regression
No
SceneManager events in RuntimeInitializeLoadType.BeforeSceneLoad are only fired after Awake method
To reproduce:
1. Open attached Unity project "SceneManagerEventsBug.zip"
2. Open "Scene 0"
3. Go into Play mode
4. Click "Load Single"
5. Observe the console
6. Observe lines 7 to 14 of the "SceneManagerTest" script in the Project window
Expected result: all 3 scene manager events should be fired before Awake method
Actual result: SceneManager.sceneLoaded and SceneManager.activeSceneChanged events are fired after Awake method
Note: Click "Load Single" one more time and you will see that SceneManager.sceneUnloaded is fired before Awake like it is supposed to, the other two
are still fired after it.
Reproduced on: 5.6.5f1, 2017.1.3f1, 2017.2.1p2, 2017.3.0p3, 2018.1.0b5
Comments (1)
- 
        brunocoimbra Feb 07, 2018 16:53 The title is wrong! It should be "SceneManager events are only fired after awake method", the "in RuntimeInitializeLoadType.BeforeSceneLoad" sentence is totally misleading and incorrect, as the RuntimeInitializeOnLoadMethodAttribute works fine with any RuntimeInitializeLoadType. 
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
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
- Previously deleted “DefaultLookDevProfile“ is present when upgrading the Editor version
- [Ubuntu] UI text and buttons are missing spaces in Unity Version Control > New Workspace window
- "Inherit attribute is not supported" warning is shown but attributes are available in VFX Graph Output and Update blocks
Resolution Note:
Awake is considered part of the load process