Search Issue Tracker
Duplicate
Votes
4
Found in
4.5.4f1
Issue ID
633703
Regression
No
Inconsistency between platforms regarding of OnApplicationPause(false) and Start() calls
Steps to reproduce:
1. Download attached project
2. Build and run it on:
Android, iOS: First printed out line will be "Start...".
Standalone, WP8: Printed out lines will be
"pause: False
resume:...
Start:..."
Comments (2)
-
waldgeist
Jul 26, 2019 10:05
It's also pretty confusing that OnApplicationPause() is not being called on iOS anymore if "Behaviour in Background" is set to "Custom", as described in this forum thread:
https://forum.unity.com/threads/onapplicationpause-not-being-called-in-ios-build.455426/
-
Frederic-My
Sep 17, 2014 19:15
Also, the Unity editor on PC doesn't seem to call OnApplicationPause when hitting the Pause button
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
This is a duplicate of issue #744380