Search Issue Tracker
Won't Fix
Votes
1
Found in
2017.4.3f1
Issue ID
1041530
Regression
No
UnityPluginUnload is never called in a standalone build
To reproduce:
1. Open the GfxPlugin project in Visual Studio and PluginUnload project in Unity
2. In VS, go to Debug -> test properties and change Executable and Working Directory paths to the appropriate ones
({download_path}\case_1041530-PluginUnloadRepro\Build\Win32\test.exe and
{download_path}\case_1041530-PluginUnloadRepro\Build\Win32 respectively)
3. In the GfxPluginRepro.cpp file, place breakpoints on lines 9 and 14
4. In VS, press F5
5. Observe that UnityPluginLoad is called, but after exiting the application, UnityPluginUnload isn't called
Expected: UnityPluginUnload is called in a standalone build
Reproduced in 2017.1.4p2, 2017.2.3p2, 2017.3.2f1, 2017.4.3f1, 2017.4.5f1, 2018.1.7f1, 2018.2.0b11, 2018.3.0a3
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Resolution Note:
This particular case has been investigated thoroughly and we have decided, in the interests of protecting the stability and features of Unity for users that rely upon the affected versions, to not address this fix for the time being. We understand that this will cause problems for some users, and so may address in a future version.