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Fixed in 2021.3.37f1
Fixed in 2021.3.X, 2022.3.X, 2023.2.X, 6000.0.X, 6000.0.0b13
Votes
0
Found in
2021.3.30f1
2022.3.10f1
2023.1.14f1
2023.2.0b10
2023.3.0a5
6000.0.0b11
Issue ID
UUM-49060
Regression
No
Wrong number is returned when using “Target.Pool.CountActive” in ObjectPool if objects are destroyed
How to reproduce:
1. Open the user’s attached “unity object pool error.zip” project
2. Enter Play Mode
3. In the Hierarchy, select “ObjectPoolTester” GameObject
4. In the Inspector window, press the “Pull from pool” button 11 times
5. Press the “Return from pool” button 11 times
6. Observe the “Active objects” number under the “According to ObjectPool” text
Expected result: Number is 0
Actual result: Number is 1
Reproducible with: 2021.3.30f1, 2022.3.10f1, 2023.1.14f1, 2023.2.0b10, 2023.3.0a5
Reproduced on: macOS 13.4.1 (Intel)
Not reproducible on: No other environment tested
Note: “Target.ManualCountActive” returns correct number
Comments (1)
-
pzoghbi
Sep 19, 2024 12:55
Issue is present in 2022.3.36f1
CountActive (after all 50 objects have been released) is still 50.
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Resolution Note (fix version 6000.0):
Fixed in: 6000.0.0b13
Resolution Note (fix version 2022.3):
Fixed in: 2022.3.23f1
Resolution Note (fix version 2021.3):
Fixed in: 2021.3.37f1