Search Issue Tracker
Duplicate
Votes
0
Found in
2018.3.0a1
2018.3.11f1
2019.1.0a1
Issue ID
1142447
Regression
Yes
Editing the BaseInput built-in component script from the EventSystem casauses infinite "Invalid AssetDatabase path" errors
Steps to repro:
1. Create a new project and open it
2. Create a Canvas in the Hierarchy and enter Play Mode
3. Select Event Manager GameObject and in the Inspector window try to edit BaseInput.cs script
Expected result: No errors
Actual result: "Invalid AssetDatabase path" errors start spamming in the console
Reproduced in: 2018.3.12f1, 2019.1.0a10
Not reproduced in: 2017.4.0f1, 2017.4.25f1, 2019.1.0a11, 2019.1.0f1, 2019.2.0a11
-
Resolution Note (2019.3.X):
low priority defect, unlikely to be resolved in the near future. Closing for now.
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 #1158185