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Fixed in Unity 5.6.0



Found in


Issue ID




When a button's interactability is re-enabled, it's "Highlighted" trigger is called instead of "Normal"




Priority: 4Not yet prioritized for a release


Severity: 2No workaround

Steps to reproduce:
1. Download and open the attached project
2. Enter playmode
3. Press any button
4. Press any other button

Expected result: all buttons except the last pressed are set to Normal
Actual result: previously pressed buttons are set to Highlighted

Reproduced on 5.3.7p2, 5.4.4p1. 5.5.1p2, 5.6.0b6

-Hovering over and out of the button resets is to "Normal" again

Comments (10)

  1. 6ae7bc4a8a8378cdb27559a28ccafce9?d=mm


    Sep 25, 2017 07:57

    Read this hack on the forum (short and sweet) :

    button.enabled = false;
    button.enabled = true;

    Who knows what side effects this may have, but it works without a huge workaround.

    Another way would be to create a new class that inherits from Button and override the OnSelect() method as such:

    public override void OnSelect (BaseEventData eventData)
    print ( + " selected!");

    ...though I don't know if I'm eliminating any crucial behaviours. It does still call the method on attached to my onClick event.

  2. 6ae7bc4a8a8378cdb27559a28ccafce9?d=mm


    Sep 25, 2017 06:47

    Using 2017.1.1f1 Personal and this is still happening. Granted, I'm new to programming but this seems incredibly odd as a default behaviour. There seems to be some workarounds, but apparently this hasn't actually been addressed despite the big green bar at the top of this page that says "Fixed in Unity 5.6.0".

    "Mission Accomplished" guys?

  3. Cb82ae77b5ee0841ab9b7446b1d6146c?d=mm


    Jun 11, 2017 14:07

    Not fixed in Unity 5.6.1f1 Personal 64bit as of 11/06/2017.

    I agree with THEWANDERINGBEN's comment above - this is a common problem that occurs in multiple beginner tutorials such as the TicTacToe UI tutorial. Beginners are likely to have significantly difficulty implementing a work-around.

  4. 638bffcb8cbb3a315cd68128ade5d540?d=mm


    May 06, 2017 13:43

    This bug isn't solved. It still occurs in Unity 5.6.0f3 (64-bit).
    (You can reproduce it just by doing the 9/16/2016 Live training "Polishing your main menu" by Matthew Schell)

  5. 1e606a97a2318bb2ae7c5b8ab0f47ac4?d=mm


    May 04, 2017 16:31

    I am using Unity 5.6.0f3 and this issue still persists for me :(

  6. 032d8debdecdda1f8424e2fc23d93d23?d=mm


    Apr 28, 2017 05:30

    It says that this was fixed in 5.6.0, I'm using Unity 2017.1.0b2 (April 25, 2017) and I still see this issue.

  7. 8d05ac0db7535f04cb37761c33b063d1?d=mm


    Mar 23, 2017 11:44

    Sorry for my last comment, not this issue

  8. 8d05ac0db7535f04cb37761c33b063d1?d=mm


    Mar 23, 2017 11:42

    Same problem:
    In editor:
    In Windows and Linux build:

  9. 6f930f11de0eb51bae703dcda0d608b7?d=mm


    Feb 16, 2017 09:55

    Getting around this problem is possible with certain hacks, none of them being trivial or nice.

    See also this topic:

  10. 6cd12a1f44ce2c5d4aca79e1a05f6ec3?d=mm


    Feb 13, 2017 18:27

    My biggest concern with this bug is its potential demoralizing effects on beginners, since its a common issue when creating a mouse-based menu system. This type of UI functionality would seem trivial to end users, and should be possible without any technical knowledge, but I can see a lot of new Unity customers banging their heads for a while because they can't get it to work properly.

    Starting with any game development can be hurdle, and this would quickly cause frustration in those new to UI, Unity, or game development in general.

    These are also the type of people that I'd guess would sooner drop Unity than find this bug on the IssueTracker or in the forums -- so its likely the votes on this bug aren't proportional to the number of people it's affecting.

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