Search Issue Tracker
By Design
Votes
0
Found in
6000.0.20f1
Issue ID
UUM-82377
Regression
Yes
Build And Run button is not active when Platform is switched
Steps to reproduce:
1. Create a new project using Universal 3D template
2. Open Build Settings (File -> Build Settings)
3. Switch to another Platform (example: Linux)
Actual results: Platform is changed and buttons "Build" and "Build And Run" become active
Expected results: Platform is changed but "Build And Run" button is not active
Reproducible with versions: 6000.0.20f1
Not reproducible with versions: 2021.3.44f1, 2022.3.47f1, 6000.0.19f1
Tested on (OS): macOS Sonoma 14.5 (Intel), Windows 11 Pro
Notes:
- Issue is reproducible on macOS Sonoma 14.5 (Intel) with Windows, Windows Server, Linux and Linux Server when changing Platforms
- Issue is reproducible on Windows 11 Pro with macOS, Linux, macOS Server, Linux Server, iOS, tvOS and visionOS Platforms
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
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note:
We check for architecture and OS we are running on before enabling "Build and Run" in the menu or in the build window. Unless it's a remote build or for platforms like WebGL/Android/iOS.
"Build and Run" should only be active if you can run what you just built.