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[Undo] Undoing prefab instancing leaves ghost objects in scene that throw ArgumentNullExceptions and crash editor when dragged to project view



How to reproduce:
# Create new project
# Create a cube object in scene
# Make it a prefab by dragging it from hierarchy into project view
# Create a few instances in the scene by dragging prefab from project view into scene
# Delete the prefab in project view
# Create a new cube in the scene, rename it to Cube (exact name as the created prefab in step 2)
# Drag the new cube from hierarchy into project view
# Observe Hierarchy - all prefab instances object names change to Cube
# Ctrl + z to undo these actions
# Observe in hierarchy and scene that ghost objects are left, that show empty inspector and throw exception in console when selected
# Dragging such object into project view crashes the editor

Expected result: No errors thrown/editor doesn't crash


ArgumentNullException: Value cannot be null.
Parameter name: prefabInstance
UnityEditor.PropertyEditor.ExtractPrefabComponents () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/PropertyEditor.cs:851)
UnityEditor.PropertyEditor.OnTrackerRebuilt () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/PropertyEditor.cs:693)
UnityEditor.PropertyEditor.DrawEditors (UnityEditor.Editor[] editors) (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/PropertyEditor.cs:1805)
UnityEditor.PropertyEditor.RebuildContentsContainers () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/PropertyEditor.cs:1010)
UnityEditor.InspectorWindow.OnSelectionChanged () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:144)
UnityEditor.Selection.Internal_CallSelectionChanged () (at /Users/bokken/buildslave/unity/build/Editor/Mono/Selection.cs:37)


Reproduced with: 2022.1.0a15, 2022.1.11f1, 2022.2.0b11, 2023.1.0a12

Does not reproduce with: 2021.3.11f1, 2022.1.0a14

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

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