Search Issue Tracker
Fixed in 2019.3.X
Votes
0
Found in
2019.1.0b1
2019.1.0f2
2019.2.0a1
Issue ID
1147325
Regression
No
[Shaders] ShaderUtil.ShaderHasError returns false when Shader has errors
How to reproduce:
1. Open the user's attached project ("ShaderErrorBug.zip")
2. Call menu Bugs/Reproduce Bug
3. See "False" log in the console (the result of ShaderHasError call)
4. Select ShaderWithError shader in the Project tab
5. Call menu Bugs/Reproduce Bug again
6. See True in the console (the result of ShaderHasError call)
Expected results: "ShaderHasError" method returns "True" without manual Shader selection when shader has errors
Actual results: "ShaderHasError" method returns "False" unless the Shader which has errors is selected
Reproducible with: 2019.1.0f2, 2019.2.0a13
Couldn't test 2017.4, 2018.3 and up to 2019.1.0b1 because of missing "ShaderHasErros" method
Notes:
1. After the Shader was selected once, "ShaderHasErrors" will work as expected, until the Editor is re-opened or all assets are re-imported
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
- ScalableBufferManager does not work correctly when MSAA and RenderGraph Compatability are enabled
- Sprite artefacts appear when Sprite Packer is enabled
- Crash on ResizeScriptingList<ScriptingObjectPtr> when passing an undeclared variable to the results parameter for GameObject.FindGameObjectsWithTag
- [Android] "Screen.safeArea.y" always returns values outside of the Safe Area when the device is in Portrait orientation
- Frame spike due to many TreeRenderer.TreeUpdated calls when repositioning terrains in large Scenes
Resolution Note (fix version 2019.3):
Fixed in 2019.3.0a5