Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.5.0p1
Issue ID
860750
Regression
Yes
Unloading Scene destroys runtime created objects, when the same scene has been loaded multiple times additively
To reproduce:
1. Open project that i attached "unloadScene.zip"
2. Open "TestCase1" scene, and play it.
3. Look at the Hierarchy. "TestObject" got destroyed, only "SCENE obj" is left.
4. Stop the "Play mode".
5. In "TestCase1" select "Script" object in Hierarchy. In "Test Script" component, "Scene 2 Name" change from "EmptyScene1" to "EmptyScene2".
6. Play scene again.
7. In hierarchy "TestObject" is not destroyed.
Actual result: When multiple copies of the same scene are loaded using "LoadSceneAsync" and one of them is unloaded using "UnloadSceneAsync" or "UnloadScene", it also destroys runtime created objects.
Expected result: When "UnloadSceneAsync", or "UnloadScene" is called, it only destroys objects which were associated with that scene.
//Reproduces when game object is created with "new GameObject", or with "Instantiate".
Reproduced with: 5.5.0f3, 5.6.0b1
Not reproduced with: 5.4.2f1 //In 5.4 there was only "UnloadScene" but not "UnloadSceneAsync", although the description is the same.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- AI Assistant upgrade banner's `Open package Manager` link doesn't work
- Sub-asset UI does not refresh when undoing Renderer Feature add or remove actions in a URP Renderer asset
- Scene flickers with a green tint when using Screen Space Ambient Occlusion and Contact Shadows with raytracing
- Scripts with null Components on GameObjects are not removed when calling GameObjectUtility.RemoveMonoBehavioursWithMissingScript
- Color Curve Key values remain visible after changing Curve type
Add comment