Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in [Package]
1.0.0-preview.14
Issue ID
1320552
Regression
No
ValueChangeCallback gets invoked when the CreateInspectorGUI takes ~50ms or more to finish
Reproduction steps:
1. Open user's project "UI Toolkit Bug Repro.zip"
2. Open Window/Package Manager and make sure that the UI Toolkit package (com.unity.ui) is installed
3. Open "SampleScene" Scene and click on "GameObject" in the Hierarchy window
4. Wait for "GameObject" to appear in the Inspector window
5. Look at the console
Expected result: ValueChangeCallback doesn't get invoked if the CreateInspectorGUI takes ~50ms or more to finish and the message doesn't get printed out
Actual result: ValueChangeCallback gets invoked if the CreateInspectorGUI takes ~50ms or more to finish and the message: "The event was invoked!" gets printed out
Reproducible with: UI Toolkit 1.0.0-preview.11 (2020.2.0f1), 1.0.0-preview.14 (2020.3.2f1, 2021.1.1f1), without package (2021.2.0a10)
Couldn't test with 2018.4, 2019.4 (because UI Toolkit is not available)
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
- [OpenGLES][XR] Zooming in on the camera's URP opaque texture causes "double vision" on Quest in OpenGLES3
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
Resolution Note:
This issue is valid, and as such we don't want to close it directly. However, changing this behavior is not trivial and will need some deep refactoring around event dispatching and data binding in the editor.