Search Issue Tracker
Won't Fix
Won't Fix in 6000.2.X
Votes
0
Found in
2021.3.45f1
2022.3.51f1
6000.0.25f1
6000.1.0a2
6000.2.0a1
Issue ID
UUM-85782
Regression
No
Debug.DrawLine depthTest parameter starts flickering during OnSceneGUI() when SceneView.RepaintAll() is used
Reproduction steps:
1. Open the attached “UnityBugReport.zip” project
2, Open the “SampleScene” Scene
3. Open the “DebugDrawLineDepthTest.cs” script from the Project Window
4. Comment out or delete the “SceneView.RepaintAll();” line and Save the script
5. Select the “DebugDrawLineDepthTest” GameObject from the Hierarchy
6. Move the mouse cursor from the Scene view to the Hierarchy Window
7. Observe the red line during 6th step in the Scene view
Expected result: The line does not flicker
Actual result: The line flickers
Reproducible with: 2021.3.45f1, 2022.3.51f1, 6000.0.25f1, 6000.1.0a2
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Note:
- In the “DebugDrawLineDepthTest.cs” script uncommenting the{{SceneView.RepaintAll();}} line, stops the flickering, but makes the depthTest parameter not work at all
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
Resolution Note:
Debug.DrawLine is for debugging playmode only. It must not be called from Editor.OnSceneGUI. See: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Debug.DrawLine.html. For Editor gizmos, try Handles.DrawLine from inside Editor.OnSceneGUI, or for your use case try Gizmos.DrawLine from inside MonoBehaviour.OnDrawGizmos or OnDrawGizmosSelected.
Resolution Note (6000.2.X):
Debug.DrawLine is for debugging playmode only. It must not be called from Editor.OnSceneGUI. See: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Debug.DrawLine.html. For Editor gizmos, try Handles.DrawLine from inside Editor.OnSceneGUI, or for your use case try Gizmos.DrawLine from inside MonoBehaviour.OnDrawGizmos or OnDrawGizmosSelected.