Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0a4
2018.4
2019.2
2019.3
2020.1
2020.1.0a14
Issue ID
1201929
Regression
Yes
Script Execution Order does not save other values when edited before the first value is applied
How to reproduce:
1. Open attached project "Case_1201929"
2. Open Edit -> Project Settings -> Script Execution Order
3. Edit value of "NewBehaviourScript"'s order
4. Click on the "NewBehaviourScript1"'s order with the first one still in editing mode
5. Change "NewBehaviourScript1"'s order and click "Apply"
Expected result: both execution order values are applied
Actual result: the second value is reverted back to the original value
Reproducible with: 2018.3.0a4, 2018.4.14f1, 2019.2.15f1, 2019.3.0f2, 2020.1.0a15
Not reproducible with: 2017.4.35f1, 2018.3.0a3
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2020.1.X):
By-Design. When the text field related to execution order is being edited, the editor believes that the reorderings are incomplete and hence doesn't save them. To persist the values, the user has to either hit return or shift focus away from the text field that is being edited.