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Votes

0

Found in

2017.4.0f1

2018.2.14f1

2018.3.0a1

2019.1.0a1

Issue ID

1096844

Regression

No

Scripts (except editor scripts) do not recompile after "Scripting Define Symbols" have changed

Scripting

-

How to reproduce:
1. Open the user-submitted project ("TestImport2018.2.14.zip")
2. Go to "Edit" -> "Project Settings" -> "UIWidgets" -> "Enable TextMeshPro support"
3. Wait while the package imports and recompiles (This should add new symbol "UIWIDGETS_TMPRO_SUPPORT" to "Scripting Define Symbols")
4. Go to "GameOject" -> "UI" -> "UIWidgets with TextMesh Pro support" -> "Collections" -> "TreeView"
5. In the Inspector Window notice that the "Default Item" is empty
6. In the Hierarchy Window Expand the "TreeView" -> "ScrollRect" -> "Viewport" -> "List" -> "DefaultItem" and observe that the "TreeViewComponentTMPro" script - shows compilation errors. (This is because it hasn't recompiled, forcing it to recompile by making any new script changes will fix the errors and create correct "TreeView" objects)

Expected result: Scripts recompile after making changes to Scripting Define Symbols
Actual result: Only Editor Scripts recompile after making changes to Scripting Define Symbols, non-Editor scripts don't recompile. In the particular use case, "TreeViewComponentTMPro.cs" script errors are preventing "TreeView" objects from being created correctly

Reproduced in: 2019.1.0a12, 2018.3.1f1, 2017.4.17f1

Note: the workaround would be to also force any specific assets to recompile after changing the Scripting Define Symbols

  1. Resolution Note (2019.3.X):

    The issue in this project is that we compile editor scripts first and we stop compilation on the first error. Therefore the runtime scripts are not being compiled. And even if the runtime scripts would be compiled, we do not reload scripts until there are 0 compile errors in the project, so the effects of runtime script changes wouldn't appear until editor scripts compile errors have been fixed.

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