Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.2.0a1
2018.3.0f1
2019.1.0a12
Issue ID
1069893
Regression
Yes
Built player fails after renaming MD classes during building
To reproduce:
1) Open attached project (in the first email of customer: SlimAssetBug.2018.2.zip)
2) Run in Editor
Expected: The two scenes run okay
3) Build and run a player
Actual: Get an error "NullReferenceException: Object reference not set to an instance of an object"
Reproduced in 2018.2.0a1, 2018.3.0f1, 2019.1.0a12
Not reproduced in 2018.1.9f2
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
- Redoing creation of Sub Scenes and Cube GameObjects in Hierarchy throws “Assertion failed on expression: 'targetScene != nullptr’” error in Console window
- Selecting “New Sub Scene” after assigning “New Scene” in Sub Scene Script Component throws “Destroying GameObjects immediately is not permitted” in the Console window
- Shader Graph "Zoom Step Size" can be set to 0 even though the zoom still works
- Enabling/Disabling the Deprecated Nodes doesn't apply to the opened Shader Graph unless any Variable is added to the Blackboard
- Group Selection title text size is smaller in renaming than the actual font size
Resolution Note:
Unfortunately this is not something we will fix. This asset is doing very dangerous things, and I'm surprised it's taken this long to break. This specific problem has arisen from changing MonoBehaviours during a build. That's something we've never supported. It seems to have worked prior to 2018.2, but that was happenstance, not an actual feature of Unity. So us maintaining that as a feature moving forward is not something we intend to do. The best alternative I can suggest is to have a step run manually before triggering a build that renames code in files, then another manual step afterwards that restores things. Looking at the feature set of the tool, I have concern that some of the other steps are also doing dangerous things. Unity has specific ways it handles code and data. Trying to mess with that puts you out into some uncharted territory.