Search Issue Tracker
By Design
Votes
0
Found in
5.4.0b1
Issue ID
760276
Regression
No
Unity API access errors are logged in even in a valid use-case
How to reproduce:
1. Open attached project
2. Select the Editor/SelectMe.asset file in the Project window
- Note the error thrown in the console:
GetAssetPath is not allowed to be called during serialization, call it from Awake or Start instead. Called from script 'TestContainer' on game object 'SelectMe'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEditor.AssetDatabase:GetAssetPath(Object)
TestContainer:OnBeforeSerialize() (at Assets/Editor/TestContainer.cs:9)
UnityEditor.Editor:OnInspectorGUI()
TestWindow:OnInspectorGUI() (at Assets/Editor/TestWindow.cs:7)
UnityEditor.DockArea:OnGUI()
- Reproduced in Version 5.4.0b7 (83df6fa5e23f)
- Not reproducible in Version 5.3.3p1 (828971bd30e1)
- Message doesn't make sense for ScriptableObject since it has no Awake or Start messages.
- By Design: The Unity API is no longer allowed to be called from serialisation under any circumstances and in the future there may be changes to serialisation that make this use case run on a separate thread.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Add comment