Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2020.3
2020.3.6f1
2021.1
2021.2
Issue ID
1340617
Regression
No
ScriptableSingleton throws a warning and error message when implementing IActiveBuildTargetChanged and switching Platforms
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. In Build Settings (File->Build Settings), switch the active Platform to another one
3. Switch the Platform back to the initial one
4. Inspect the Console Window
Expected result: No errors nor warnings are logged
Actual result: "ScriptableSingleton already exists" error and "Manager must be instantiated using the ScriptableObject.CreateInstance method instead of new Manager." warning are thrown
Reproducible with: 2018.4.36f1, 2019.4.28f1, 2020.3.11f1, 2021.1.11f1, 2021.2.0a20
Note:
- More errors are thrown for every switched Platform
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
- Editor crashes on D3D12GetInterface when repeatedly enabling and disabling 256 text components
Resolution Note:
This is actually by design. Editor will always instantiate any type implementing IActiveBuildTargetChanged by itself.
If a signleton needs to intercept such an event, just create a separate class implementing IActiveBuildTargetChanged, and make it access your singleton trough "MySingletonClass.instance".