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0
votes
Fixed

Passing small c++ classes by value does not work

Scripting

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Nov 13, 2012

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Version/s:

There's work around for this, however it is annoying: // Workaround for gcc/msvc where passing small mono structures by value does... Read more

0
votes
Duplicate

Builds are corrupted when a generic variant of a class is defined below ...

Scripting

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Jan 08, 2013

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Version/s: 4.0.1f2

Builds are corrupted when a generic variant of a class is defined below it in the same file with the same name. Repro Steps: 1. La... Read more

0
votes
Fixed

Volatile fields cause build corruption

Scripting

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Jan 09, 2013

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Version/s: 4.0.1f2

- Create a script with volatile field - Add the script to the scene - Build e.d. Standalone player in the Development mode. - See e... Read more

0
votes
By Design

Android crash - thread in native code calling managed code

Scripting

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Mar 14, 2013

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Version/s: 4.1.0f4

To Reproduce: 1. Build & Run. 2. Wait for it to crash. Details: - The plugin is inside the Plugins/Android/src folder. To build yo... Read more

0
votes
Duplicate

Script is distorted in the Editor Inspector

Scripting

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Mar 29, 2013

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Version/s:

1. Add the attached script to the project 2. Highlight the script in the Project browser and see it's displayed in the inspector. 3.... Read more

1
votes
Fixed

Bool Property doesn't get initialized via Object Initializers

Scripting

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Mar 31, 2013

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Version/s: 4.1.1f4

Bool Property doesn't get initialized via Object Initializers //script A.cs ... var b = new TestB() { B = false }; D... Read more

4
votes
Fixed

Error on script with [ExecuteInEditMode] adds a component with hideFlags...

Scripting

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Apr 01, 2013

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Version/s: 4.1.0f4

- Create a script Bar.cs - Create a script Foo.cs which attribute [ExecuteInEditMode], which adds Bar monoBehaviour to the gameObje... Read more

0
votes
Postponed

Scripts in the "Standard Assets (Mobile)" folder should be compiled toge...

Scripting

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Apr 16, 2013

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Version/s: 4.1.2f1

Scripts in the "Standard Assets (Mobile)" folder should be compiled together with the scripts in the "Standard Assets" folder. Read more

0
votes
Postponed

Typo in enum causes internal compiler error

Scripting

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Apr 25, 2013

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Version/s: 4.1.2f1

A typo in SoundManager.cs:7 "COIN = 2." instead of "COIN = 2," results in an internal compiler error with not much extra information... Read more

0
votes
By Design

Coroutine never finishes if run from a script on a deactivated or destro...

Scripting

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May 14, 2013

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Version/s: 4.1.2f1

If you run a coroutine from a script that is on an object that gets deactivated or destroyed, the coroutine will never finish. Repr... Read more

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