Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.3.X, 2020.1.X
Votes
1
Found in
2019.3
2020.1
2020.1.0b2
2020.2
Issue ID
1233782
Regression
Yes
Newly created asset/script cannot be named while scripts are re-compiling
How to reproduce:
1. Create and open a new project
2. Create a new C# Script and give it a name
3. Create another C# Script right away
Expected result: you are allowed to name the second script
Actual result: you are not allowed to name the second script
Reproducible with: 2019.3.0b3, 2019.3.9f1, 2020.1.0b5, 2020.2.0a7
Not reproducible with: 2017.4.39f1, 2018.4.21f1, 2019.3.0a11
Could not test with: 2019.3.0a12 - 2019.3.0b2 (due to another bug)
Note: sometimes you can start naming the asset and it will be saved automatically with an unfinished name
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 (fix version 2020.2):
Fixed in 2020.2.0a9
Resolution Note (fix version 2020.1):
FIxed in 2020.1.0b9
Resolution Note (fix version 2019.3):
Fixed in 2019.3.15f1